framefields 2.9.0 → 2.9.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (328) hide show
  1. package/NOTICE.md +14 -0
  2. package/README.md +1 -5
  3. package/dist/audio/index.d.mts +5 -4
  4. package/dist/audio/index.mjs +13 -13
  5. package/dist/{audio-BfQg37MW.mjs → audio-B6RmYOPe.mjs} +4 -4
  6. package/dist/{audio-BfQg37MW.mjs.map → audio-B6RmYOPe.mjs.map} +1 -1
  7. package/dist/{audio-a0MFkK6J.mjs → audio-BlDbnteH.mjs} +1 -1
  8. package/dist/{audio-a0MFkK6J.mjs.map → audio-BlDbnteH.mjs.map} +1 -1
  9. package/dist/{audio-Ccpl9mjV.d.mts → audio-D6tBMbHh.d.mts} +4 -3
  10. package/dist/audio-D6tBMbHh.d.mts.map +1 -0
  11. package/dist/{check-result-C3jlgV2i.mjs → check-result-Bj7g62ka.mjs} +1 -1
  12. package/dist/{check-result-C3jlgV2i.mjs.map → check-result-Bj7g62ka.mjs.map} +1 -1
  13. package/dist/cli/check-worker.mjs +50 -50
  14. package/dist/cli.mjs +1 -1
  15. package/dist/components/index.d.mts +14 -11
  16. package/dist/components/index.mjs +47 -47
  17. package/dist/dist-BlulwErl.mjs +3 -0
  18. package/dist/{dist-BlIrsfcn.mjs → dist-ByxHoMQI.mjs} +1 -1
  19. package/dist/{dist-BlIrsfcn.mjs.map → dist-ByxHoMQI.mjs.map} +1 -1
  20. package/dist/{dist-Buaaj-Ul.mjs → dist-Cn8bDsQF.mjs} +1 -1
  21. package/dist/{dist-Buaaj-Ul.mjs.map → dist-Cn8bDsQF.mjs.map} +1 -1
  22. package/dist/{dist-C1cCW7Bt.mjs → dist-D12-a3-x.mjs} +3 -3
  23. package/dist/{dist-C1cCW7Bt.mjs.map → dist-D12-a3-x.mjs.map} +1 -1
  24. package/dist/{dist-C8Xq3zgx.mjs → dist-DEUU6sNe.mjs} +4 -4
  25. package/dist/{dist-C8Xq3zgx.mjs.map → dist-DEUU6sNe.mjs.map} +1 -1
  26. package/dist/{dist-DVMepKaO.mjs → dist-DL1GwJvs.mjs} +2 -2
  27. package/dist/{dist-DVMepKaO.mjs.map → dist-DL1GwJvs.mjs.map} +1 -1
  28. package/dist/dist-Dq5TkNDI.mjs +1434 -0
  29. package/dist/dist-Dq5TkNDI.mjs.map +1 -0
  30. package/dist/effects/index.d.mts +6 -4
  31. package/dist/effects/index.mjs +36 -36
  32. package/dist/{effects-CemgqEPv.mjs → effects-CViUoQSV.mjs} +3 -3
  33. package/dist/{effects-CemgqEPv.mjs.map → effects-CViUoQSV.mjs.map} +1 -1
  34. package/dist/fonts/index.d.mts +1 -1
  35. package/dist/fonts/index.mjs +3 -3
  36. package/dist/{fonts-BW0pPcvJ.mjs → fonts-B0U2KO5I.mjs} +2 -2
  37. package/dist/{fonts-BW0pPcvJ.mjs.map → fonts-B0U2KO5I.mjs.map} +1 -1
  38. package/dist/{gpu-CMaa63nz.mjs → gpu-zFNrvhV9.mjs} +2 -2
  39. package/dist/{gpu-CMaa63nz.mjs.map → gpu-zFNrvhV9.mjs.map} +1 -1
  40. package/dist/index-9_4X2ro1.d.mts +2402 -0
  41. package/dist/index-9_4X2ro1.d.mts.map +1 -0
  42. package/dist/{index-CZjrnylh.d.mts → index-B9Lm1x8i.d.mts} +662 -640
  43. package/dist/index-B9Lm1x8i.d.mts.map +1 -0
  44. package/dist/{index-BfDFmIBE.d.mts → index-BuYtrhzL.d.mts} +1 -1
  45. package/dist/{index-BfDFmIBE.d.mts.map → index-BuYtrhzL.d.mts.map} +1 -1
  46. package/dist/{index-D5UDyVMb.d.mts → index-Bzo1uj8h.d.mts} +4 -2401
  47. package/dist/index-Bzo1uj8h.d.mts.map +1 -0
  48. package/dist/{index-Du5YgdzM.d.mts → index-C6GcuYVA.d.mts} +6 -1151
  49. package/dist/index-C6GcuYVA.d.mts.map +1 -0
  50. package/dist/{index-BIjMAW1h.d.mts → index-CgGM31I9.d.mts} +2 -2
  51. package/dist/{index-BIjMAW1h.d.mts.map → index-CgGM31I9.d.mts.map} +1 -1
  52. package/dist/index-DBhswLMO.d.mts +330 -0
  53. package/dist/index-DBhswLMO.d.mts.map +1 -0
  54. package/dist/{index-CJL0JAU8.d.mts → index-V0ZQ4JN6.d.mts} +2 -2
  55. package/dist/{index-CJL0JAU8.d.mts.map → index-V0ZQ4JN6.d.mts.map} +1 -1
  56. package/dist/{index-7Z9_a_iB.d.mts → index-f4IF1vRH.d.mts} +3 -3
  57. package/dist/{index-7Z9_a_iB.d.mts.map → index-f4IF1vRH.d.mts.map} +1 -1
  58. package/dist/index-svAgwTY_.d.mts +1163 -0
  59. package/dist/index-svAgwTY_.d.mts.map +1 -0
  60. package/dist/{index-CFoAmh7q.d.mts → index-w28KUM9A.d.mts} +3 -3
  61. package/dist/{index-CFoAmh7q.d.mts.map → index-w28KUM9A.d.mts.map} +1 -1
  62. package/dist/index.d.mts +15 -12
  63. package/dist/index.mjs +58 -57
  64. package/dist/preview/index.d.mts +4 -3
  65. package/dist/preview/index.mjs +12 -12
  66. package/dist/{preview-BQVgn6Ho.mjs → preview-ZKJ_zTmd.mjs} +3 -3
  67. package/dist/{preview-BQVgn6Ho.mjs.map → preview-ZKJ_zTmd.mjs.map} +1 -1
  68. package/dist/preview-engine/{chunk-GEUUXTDL.mjs → chunk-D73ZKPFN.mjs} +4 -4
  69. package/dist/preview-engine/{chunk-UQKPDGEH.mjs → chunk-EJJITH6U.mjs} +1 -1
  70. package/dist/preview-engine/{chunk-374QY63R.mjs → chunk-Q62GPWGD.mjs} +23 -23
  71. package/dist/preview-engine/chunk-XYGDTPO7.mjs +39 -0
  72. package/dist/preview-engine/components.mjs +1 -1
  73. package/dist/preview-engine/effects.mjs +1 -1
  74. package/dist/preview-engine/framefields.mjs +1 -1
  75. package/dist/preview-engine/player.mjs +1 -1
  76. package/dist/preview-engine/{renderers-O55BEDQZ.mjs → renderers-MDHPQY6D.mjs} +1 -1
  77. package/dist/preview-engine/src-4IUYUKIZ.mjs +8 -0
  78. package/dist/{program-CKpKkllV.mjs → program-xjIwjKb6.mjs} +4 -4
  79. package/dist/{program-CKpKkllV.mjs.map → program-xjIwjKb6.mjs.map} +1 -1
  80. package/dist/renderer/index.d.mts +3 -2
  81. package/dist/renderer/index.mjs +3 -3
  82. package/dist/renderer-129U3pc9.mjs +5 -0
  83. package/dist/renderer-2phFTFxQ.mjs +5 -0
  84. package/dist/{renderer-Bfk6A7UO.mjs → renderer-5qJPGvVL.mjs} +5 -5
  85. package/dist/{renderer-Bfk6A7UO.mjs.map → renderer-5qJPGvVL.mjs.map} +1 -1
  86. package/dist/renderer-9muKpDeE.mjs +5 -0
  87. package/dist/{renderer-B522Dkdk.mjs → renderer-AUK_ZS3p.mjs} +4 -4
  88. package/dist/{renderer-B522Dkdk.mjs.map → renderer-AUK_ZS3p.mjs.map} +1 -1
  89. package/dist/{renderer-DKgPVOLL.d.mts → renderer-B-inTgyb.d.mts} +2 -2
  90. package/dist/{renderer-DKgPVOLL.d.mts.map → renderer-B-inTgyb.d.mts.map} +1 -1
  91. package/dist/{renderer-BF0hx_iJ.mjs → renderer-B3IRvukr.mjs} +5 -5
  92. package/dist/{renderer-BF0hx_iJ.mjs.map → renderer-B3IRvukr.mjs.map} +1 -1
  93. package/dist/renderer-B5Dhv6j9.mjs +5 -0
  94. package/dist/{renderer-DO-KbpYZ.mjs → renderer-B6TjJi1g.mjs} +5 -5
  95. package/dist/{renderer-DO-KbpYZ.mjs.map → renderer-B6TjJi1g.mjs.map} +1 -1
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  97. package/dist/{renderer-D61B9bXF.mjs.map → renderer-B78W9uad.mjs.map} +1 -1
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  99. package/dist/{renderer-BPWDsufX.mjs.map → renderer-B7kOF_Az.mjs.map} +1 -1
  100. package/dist/renderer-BBUgCS3C.mjs +5 -0
  101. package/dist/{renderer-C7eFJf0_.mjs → renderer-BG6bkKtY.mjs} +5 -5
  102. package/dist/{renderer-C7eFJf0_.mjs.map → renderer-BG6bkKtY.mjs.map} +1 -1
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  105. package/dist/{renderer-DqvoMLca.mjs → renderer-BJQt0RiZ.mjs} +5 -5
  106. package/dist/{renderer-DqvoMLca.mjs.map → renderer-BJQt0RiZ.mjs.map} +1 -1
  107. package/dist/renderer-BKXM28Mx.mjs +5 -0
  108. package/dist/renderer-BKqm6xdf.mjs +5 -0
  109. package/dist/{renderer-DiY70S8S.mjs → renderer-BMP_lYMk.mjs} +4 -4
  110. package/dist/{renderer-DiY70S8S.mjs.map → renderer-BMP_lYMk.mjs.map} +1 -1
  111. package/dist/renderer-BMfMMf0R.mjs +5 -0
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  113. package/dist/{renderer-DkRSZg5g.mjs.map → renderer-BNbMi9CI.mjs.map} +1 -1
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  118. package/dist/{renderer-DDEkFbVI.mjs.map → renderer-BQOeeXTr.mjs.map} +1 -1
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  120. package/dist/{renderer-GBmWjBvy.mjs.map → renderer-BRWjLiHX.mjs.map} +1 -1
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  134. package/dist/{renderer-DsEyjwfT.mjs.map → renderer-Be5hfwSd.mjs.map} +1 -1
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@@ -1,3 +1,4 @@
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- import { J as initHeadlessWebGPU, K as describeGpu, h as GpuAdapterDescription } from "../index-D5UDyVMb.mjs";
2
- import { _ as renderSemaphore, a as renderFrameGrid, c as HeadlessMediaRenderer, d as QaSegment, f as RenderProgress, g as formatQaReport, h as VideoQaStats, i as computeGridLayout, l as HeadlessWebGPURenderer, m as VideoQaReport, n as FrameGridRenderable, o as resolveSamplePoints, p as VideoQaOptions, r as FrameSamplePoint, s as AudioQaStats, t as FrameGridOptions, u as QaIssue, v as resetRenderCaches } from "../index-CJL0JAU8.mjs";
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+ import "../index-9_4X2ro1.mjs";
2
+ import { J as initHeadlessWebGPU, K as describeGpu, h as GpuAdapterDescription } from "../index-Bzo1uj8h.mjs";
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+ import { _ as renderSemaphore, a as renderFrameGrid, c as HeadlessMediaRenderer, d as QaSegment, f as RenderProgress, g as formatQaReport, h as VideoQaStats, i as computeGridLayout, l as HeadlessWebGPURenderer, m as VideoQaReport, n as FrameGridRenderable, o as resolveSamplePoints, p as VideoQaOptions, r as FrameSamplePoint, s as AudioQaStats, t as FrameGridOptions, u as QaIssue, v as resetRenderCaches } from "../index-V0ZQ4JN6.mjs";
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  export { AudioQaStats, FrameGridOptions, FrameGridRenderable, FrameSamplePoint, GpuAdapterDescription, HeadlessMediaRenderer, HeadlessWebGPURenderer, QaIssue, QaSegment, RenderProgress, VideoQaOptions, VideoQaReport, VideoQaStats, computeGridLayout, describeGpu, formatQaReport, initHeadlessWebGPU, renderFrameGrid, renderSemaphore, resetRenderCaches, resolveSamplePoints };
@@ -1,5 +1,5 @@
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- import "../chunk-BcJoO4Nm.mjs";
2
- import { R as initHeadlessWebGPU, x as describeGpu } from "../dist-C1cCW7Bt.mjs";
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- import { a as HeadlessMediaRenderer, c as renderSemaphore, i as resetRenderCaches, n as renderFrameGrid, o as HeadlessWebGPURenderer, r as resolveSamplePoints, s as formatQaReport, t as computeGridLayout } from "../renderer-DsEyjwfT.mjs";
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+ import "../chunk-D8S17ehY.mjs";
2
+ import { R as initHeadlessWebGPU, x as describeGpu } from "../dist-D12-a3-x.mjs";
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+ import { a as HeadlessMediaRenderer, c as renderSemaphore, i as resetRenderCaches, n as renderFrameGrid, o as HeadlessWebGPURenderer, r as resolveSamplePoints, s as formatQaReport, t as computeGridLayout } from "../renderer-Be5hfwSd.mjs";
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  export { HeadlessMediaRenderer, HeadlessWebGPURenderer, computeGridLayout, describeGpu, formatQaReport, initHeadlessWebGPU, renderFrameGrid, renderSemaphore, resetRenderCaches, resolveSamplePoints };
@@ -0,0 +1,5 @@
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+ import "./chunk-D8S17ehY.mjs";
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+ import "./dist-D12-a3-x.mjs";
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+ import { t as renderers_default } from "./renderer-CCFHnafT.mjs";
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+
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+ export { renderers_default as default };
@@ -0,0 +1,5 @@
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+ import "./chunk-D8S17ehY.mjs";
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+ import "./dist-D12-a3-x.mjs";
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+ import { t as renderers_default } from "./renderer-NTCk1Srf.mjs";
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+
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+ export { renderers_default as default };
@@ -1,7 +1,7 @@
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- import "./chunk-BcJoO4Nm.mjs";
2
- import { n as defineRenderer } from "./renderer-mNSyac1V.mjs";
3
- import "./dist-C1cCW7Bt.mjs";
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- import { c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-CMaa63nz.mjs";
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+ import "./chunk-D8S17ehY.mjs";
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+ import { n as defineRenderer } from "./renderer-DrWeb39d.mjs";
3
+ import "./dist-D12-a3-x.mjs";
4
+ import { c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-zFNrvhV9.mjs";
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  //#region ../../nodes/node-painterly/dist/renderers-DhYrtjqf.mjs
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  const OP = "Painterly";
@@ -219,4 +219,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: PainterlyWebGPURenderer
219
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  //#endregion
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  export { PainterlyWebGPURenderer, renderers_default as default };
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- //# sourceMappingURL=renderer-Bfk6A7UO.mjs.map
222
+ //# sourceMappingURL=renderer-5qJPGvVL.mjs.map
@@ -1 +1 @@
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- {"version":3,"file":"renderer-Bfk6A7UO.mjs","names":[],"sources":["../../../nodes/node-painterly/dist/renderers-DhYrtjqf.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst OP = \"Painterly\";\nconst UNIFORM_FLOATS = 12;\n/** One fragment shader per pass; pass 0 reads the layer, later passes read the previous pass. */\nconst PASSES = [`struct U { v : array<vec4<f32>, 3> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }\nfn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }\n/** Straight-alpha color of the layer at a uv (filtered). */\nfn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }\n/** Premultiplied color of the layer at a uv (filtered). */\nfn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }\n/** Straight-alpha color of the layer's texel at a pixel position (nearest). */\nfn texelS(p : vec2<f32>) -> vec4<f32> {\n\tlet d = vec2<i32>(textureDimensions(src));\n\tlet q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));\n\treturn straight(textureLoad(src, q, 0));\n}\nfn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\nfn hash12(p : vec2<f32>) -> f32 {\n\tvar p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n\tp3 += dot(p3, p3.yzx + 33.33);\n\treturn fract((p3.x + p3.y) * p3.z);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet style = u32(u.v[1].x + 0.5);\n\tlet radius = u.v[1].y;\n\tlet edgeDarkening = u.v[1].z;\n\tlet paper = u.v[1].w;\n\tlet saturation = u.v[2].x;\n\n\tlet R = res();\n\tlet r = i32(radius);\n\tvar mean = array<vec3<f32>, 4>(vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0));\n\tvar sq = array<vec3<f32>, 4>(vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0));\n\tvar a = 0.0;\n\tfor (var j = -r; j <= r; j++) {\n\t\tfor (var i = -r; i <= r; i++) {\n\t\t\tlet c = sampleS(in.uv + vec2<f32>(f32(i), f32(j)) / R);\n\t\t\ta += c.a;\n\t\t\tlet q = select(select(3, 2, i <= 0), select(1, 0, i <= 0), j <= 0);\n\t\t\tmean[q] += c.rgb;\n\t\t\tsq[q] += c.rgb * c.rgb;\n\t\t}\n\t}\n\tlet n = f32((r + 1) * (r + 1));\n\tvar best = vec3<f32>(0.0);\n\tvar bestV = 1e9;\n\tfor (var k = 0; k < 4; k++) {\n\t\tlet m = mean[k] / n;\n\t\tlet v = sq[k] / n - m * m;\n\t\tlet vs = v.r + v.g + v.b;\n\t\tif (vs < bestV) { bestV = vs; best = m; }\n\t}\n\tvar rgb = best;\n\tlet grain = vnoise(in.uv * R / 3.0) * 0.6 + vnoise(in.uv * R / 11.0) * 0.4;\n\tif (style == 1u) {\n\t\trgb = mix(rgb, vec3<f32>(1.0), 0.06);\n\t\trgb *= 1.0 - edgeDarkening * 0.45 * smoothstep(0.004, 0.05, sqrt(max(bestV, 0.0)));\n\t\trgb *= 1.0 - paper * 0.18 * (grain - 0.5);\n\t} else {\n\t\trgb *= 1.0 - paper * 0.1 * (grain - 0.5);\n\t}\n\trgb = clamp(mix(vec3<f32>(luma(rgb)), rgb, saturation), vec3<f32>(0.0), vec3<f32>(1.0));\n\tlet alpha = a / f32((2 * r + 1) * (2 * r + 1));\n\treturn premul(vec4<f32>(rgb, alpha));\n}\n`];\nconst resources = perDevice((device) => ({\n\tlayout: fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], `${OP}_layout`),\n\tpipelines: /* @__PURE__ */ new Map(),\n\tsampler: device.createSampler({\n\t\tmagFilter: \"linear\",\n\t\tminFilter: \"linear\",\n\t\taddressModeU: \"clamp-to-edge\",\n\t\taddressModeV: \"clamp-to-edge\"\n\t})\n}));\nfunction pipelinesFor(device, format) {\n\tconst r = resources(device);\n\tlet list = r.pipelines.get(format);\n\tif (!list) {\n\t\tlist = PASSES.map((code, i) => {\n\t\t\tconst module = device.createShaderModule({\n\t\t\t\tcode,\n\t\t\t\tlabel: `${OP}_${i}.wgsl`\n\t\t\t});\n\t\t\treturn device.createRenderPipeline({\n\t\t\t\tlabel: `${OP}_${i}`,\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [r.layout] }),\n\t\t\t\tvertex: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"vs\"\n\t\t\t\t},\n\t\t\t\tfragment: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"fs\",\n\t\t\t\t\ttargets: [{ format }]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t\t});\n\t\t});\n\t\tr.pipelines.set(format, list);\n\t}\n\treturn list;\n}\nfunction num(v, fallback) {\n\tconst n = typeof v === \"number\" ? v : Number(v);\n\treturn Number.isFinite(n) ? n : fallback;\n}\n/** Packs the effect's resolved props into the uniform block the shaders read. */\nfunction pack(raw, data, time, frame) {\n\tdata.fill(0);\n\tdata[0] = time;\n\tdata[1] = frame;\n\tdata[4] = Math.max(0, [\"oil\", \"watercolor\"].indexOf(String(raw.style ?? \"oil\")));\n\tdata[5] = num(raw.radius, 5);\n\tdata[6] = num(raw.edgeDarkening, .5);\n\tdata[7] = num(raw.paper, .3);\n\tdata[8] = num(raw.saturation, 1.05);\n}\nconst PainterlyWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== OP) return;\n\tconst child = props.virtualMedia?.children?.[0];\n\tif (!child) return;\n\tpass.end();\n\tconst fps = props.fps || 30;\n\tconst frame = Math.round(props.compositionFrame ?? props.frame ?? 0);\n\tconst raw = op.effect?.resolveUniforms ? op.effect.resolveUniforms({\n\t\tframe,\n\t\tfps,\n\t\ttime: frame / fps\n\t}) : op;\n\tconst data = new Float32Array(UNIFORM_FLOATS);\n\tpack(raw, data, frame / fps, frame);\n\tconst { texture: childTex } = await drawChildToTexture(args, child);\n\tconst device = ctx.device;\n\tconst r = resources(device);\n\tconst pipelines = pipelinesFor(device, ctx.renderer.format);\n\tconst ubo = ctx.renderer.getTemporaryBuffer(data);\n\tlet prev = childTex;\n\tfor (const pipeline of 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+ {"version":3,"file":"renderer-5qJPGvVL.mjs","names":[],"sources":["../../../nodes/node-painterly/dist/renderers-DhYrtjqf.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { FULLSCREEN_QUAD_WGSL, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice } from \"@framefields/node-sdk/gpu\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst OP = \"Painterly\";\nconst UNIFORM_FLOATS = 12;\n/** One fragment shader per pass; pass 0 reads the layer, later passes read the previous pass. */\nconst PASSES = [`struct U { v : array<vec4<f32>, 3> };\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var src : texture_2d<f32>;\n@group(0) @binding(2) var prev : texture_2d<f32>;\n@group(0) @binding(3) var samp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn straight(c : vec4<f32>) -> vec4<f32> {\n\tif (c.a <= 0.0001) { return vec4<f32>(0.0); }\n\treturn vec4<f32>(c.rgb / c.a, c.a);\n}\nfn premul(c : vec4<f32>) -> vec4<f32> { return vec4<f32>(c.rgb * c.a, c.a); }\nfn res() -> vec2<f32> { return vec2<f32>(textureDimensions(src)); }\n/** Straight-alpha color of the layer at a uv (filtered). */\nfn sampleS(uv : vec2<f32>) -> vec4<f32> { return straight(textureSampleLevel(src, samp, uv, 0.0)); }\n/** Premultiplied color of the layer at a uv (filtered). */\nfn sampleP(uv : vec2<f32>) -> vec4<f32> { return textureSampleLevel(src, samp, uv, 0.0); }\n/** Straight-alpha color of the layer's texel at a pixel position (nearest). */\nfn texelS(p : vec2<f32>) -> vec4<f32> {\n\tlet d = vec2<i32>(textureDimensions(src));\n\tlet q = clamp(vec2<i32>(floor(p)), vec2<i32>(0), d - vec2<i32>(1));\n\treturn straight(textureLoad(src, q, 0));\n}\nfn luma(c : vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\nfn hash12(p : vec2<f32>) -> f32 {\n\tvar p3 = fract(vec3<f32>(p.xyx) * 0.1031);\n\tp3 += dot(p3, p3.yzx + 33.33);\n\treturn fract((p3.x + p3.y) * p3.z);\n}\nfn vnoise(p : vec2<f32>) -> f32 {\n\tlet i = floor(p);\n\tlet f = fract(p);\n\tlet u = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(hash12(i), hash12(i + vec2<f32>(1.0, 0.0)), u.x),\n\t\tmix(hash12(i + vec2<f32>(0.0, 1.0)), hash12(i + vec2<f32>(1.0, 1.0)), u.x), u.y);\n}\n/** 8x8 ordered-dither threshold, 0..1. */\nfn bayer8(p : vec2<f32>) -> f32 {\n\tlet x = u32(p.x) & 7u;\n\tlet y = u32(p.y) & 7u;\n\tvar v = 0u;\n\tfor (var k = 0u; k < 3u; k++) {\n\t\tlet bx = (x >> k) & 1u;\n\t\tlet by = (y >> k) & 1u;\n\t\tlet m = ((bx ^ by) << 1u) | by;\n\t\tv += m * (1u << (2u * (2u - k)));\n\t}\n\treturn (f32(v) + 0.5) / 64.0;\n}\nfn rot2(a : f32) -> mat2x2<f32> { let c = cos(a); let s = sin(a); return mat2x2<f32>(c, s, -s, c); }\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n\tlet time = u.v[0].x;\n\tlet frame = u.v[0].y;\n\tlet style = u32(u.v[1].x + 0.5);\n\tlet radius = u.v[1].y;\n\tlet edgeDarkening = u.v[1].z;\n\tlet paper = u.v[1].w;\n\tlet saturation = u.v[2].x;\n\n\tlet R = res();\n\tlet r = i32(radius);\n\tvar mean = array<vec3<f32>, 4>(vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0));\n\tvar sq = array<vec3<f32>, 4>(vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0), vec3<f32>(0.0));\n\tvar a = 0.0;\n\tfor (var j = -r; j <= r; j++) {\n\t\tfor (var i = -r; i <= r; i++) {\n\t\t\tlet c = sampleS(in.uv + vec2<f32>(f32(i), f32(j)) / R);\n\t\t\ta += c.a;\n\t\t\tlet q = select(select(3, 2, i <= 0), select(1, 0, i <= 0), j <= 0);\n\t\t\tmean[q] += c.rgb;\n\t\t\tsq[q] += c.rgb * c.rgb;\n\t\t}\n\t}\n\tlet n = f32((r + 1) * (r + 1));\n\tvar best = vec3<f32>(0.0);\n\tvar bestV = 1e9;\n\tfor (var k = 0; k < 4; k++) {\n\t\tlet m = mean[k] / n;\n\t\tlet v = sq[k] / n - m * m;\n\t\tlet vs = v.r + v.g + v.b;\n\t\tif (vs < bestV) { bestV = vs; best = m; }\n\t}\n\tvar rgb = best;\n\tlet grain = vnoise(in.uv * R / 3.0) * 0.6 + vnoise(in.uv * R / 11.0) * 0.4;\n\tif (style == 1u) {\n\t\trgb = mix(rgb, vec3<f32>(1.0), 0.06);\n\t\trgb *= 1.0 - edgeDarkening * 0.45 * smoothstep(0.004, 0.05, sqrt(max(bestV, 0.0)));\n\t\trgb *= 1.0 - paper * 0.18 * (grain - 0.5);\n\t} else {\n\t\trgb *= 1.0 - paper * 0.1 * (grain - 0.5);\n\t}\n\trgb = clamp(mix(vec3<f32>(luma(rgb)), rgb, saturation), vec3<f32>(0.0), vec3<f32>(1.0));\n\tlet alpha = a / f32((2 * r + 1) * (2 * r + 1));\n\treturn premul(vec4<f32>(rgb, alpha));\n}\n`];\nconst resources = perDevice((device) => ({\n\tlayout: fragmentBindGroupLayout(device, [\n\t\t\"uniform\",\n\t\t\"texture\",\n\t\t\"texture\",\n\t\t\"sampler\"\n\t], `${OP}_layout`),\n\tpipelines: /* @__PURE__ */ new Map(),\n\tsampler: device.createSampler({\n\t\tmagFilter: \"linear\",\n\t\tminFilter: \"linear\",\n\t\taddressModeU: \"clamp-to-edge\",\n\t\taddressModeV: \"clamp-to-edge\"\n\t})\n}));\nfunction pipelinesFor(device, format) {\n\tconst r = resources(device);\n\tlet list = r.pipelines.get(format);\n\tif (!list) {\n\t\tlist = PASSES.map((code, i) => {\n\t\t\tconst module = device.createShaderModule({\n\t\t\t\tcode,\n\t\t\t\tlabel: `${OP}_${i}.wgsl`\n\t\t\t});\n\t\t\treturn device.createRenderPipeline({\n\t\t\t\tlabel: `${OP}_${i}`,\n\t\t\t\tlayout: device.createPipelineLayout({ bindGroupLayouts: [r.layout] }),\n\t\t\t\tvertex: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"vs\"\n\t\t\t\t},\n\t\t\t\tfragment: {\n\t\t\t\t\tmodule,\n\t\t\t\t\tentryPoint: \"fs\",\n\t\t\t\t\ttargets: [{ format }]\n\t\t\t\t},\n\t\t\t\tprimitive: { topology: \"triangle-strip\" }\n\t\t\t});\n\t\t});\n\t\tr.pipelines.set(format, list);\n\t}\n\treturn list;\n}\nfunction num(v, fallback) {\n\tconst n = typeof v === \"number\" ? v : Number(v);\n\treturn Number.isFinite(n) ? n : fallback;\n}\n/** Packs the effect's resolved props into the uniform block the shaders read. */\nfunction pack(raw, data, time, frame) {\n\tdata.fill(0);\n\tdata[0] = time;\n\tdata[1] = frame;\n\tdata[4] = Math.max(0, [\"oil\", \"watercolor\"].indexOf(String(raw.style ?? \"oil\")));\n\tdata[5] = num(raw.radius, 5);\n\tdata[6] = num(raw.edgeDarkening, .5);\n\tdata[7] = num(raw.paper, .3);\n\tdata[8] = num(raw.saturation, 1.05);\n}\nconst PainterlyWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== OP) return;\n\tconst child = props.virtualMedia?.children?.[0];\n\tif (!child) return;\n\tpass.end();\n\tconst fps = props.fps || 30;\n\tconst frame = Math.round(props.compositionFrame ?? props.frame ?? 0);\n\tconst raw = op.effect?.resolveUniforms ? op.effect.resolveUniforms({\n\t\tframe,\n\t\tfps,\n\t\ttime: frame / fps\n\t}) : op;\n\tconst data = new Float32Array(UNIFORM_FLOATS);\n\tpack(raw, data, frame / fps, frame);\n\tconst { texture: childTex } = await drawChildToTexture(args, child);\n\tconst device = ctx.device;\n\tconst r = resources(device);\n\tconst pipelines = pipelinesFor(device, ctx.renderer.format);\n\tconst ubo = ctx.renderer.getTemporaryBuffer(data);\n\tlet prev = childTex;\n\tfor (const pipeline of pipelines) {\n\t\tconst out = ctx.renderer.getTemporaryTexture(targetWidth, targetHeight, [\n\t\t\tchildTex,\n\t\t\tprev,\n\t\t\ttargetTexture,\n\t\t\t...props.excludeTextures || []\n\t\t]);\n\t\tdrawFullscreenPass(encoder, out.createView(), pipeline, [device.createBindGroup({\n\t\t\tlayout: r.layout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: { buffer: ubo }\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: childTex.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: prev.createView()\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: r.sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})]);\n\t\tprev = out;\n\t}\n\tdrawTextureToTarget(args, prev);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: PainterlyWebGPURenderer });\n\n//#endregion\nexport { PainterlyWebGPURenderer as n, renderers_default as t };\n//# 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@@ -0,0 +1,5 @@
1
+ import "./chunk-D8S17ehY.mjs";
2
+ import "./dist-D12-a3-x.mjs";
3
+ import { t as renderers_default } from "./renderer-BMP_lYMk.mjs";
4
+
5
+ export { renderers_default as default };
@@ -1,6 +1,6 @@
1
- import { n as defineRenderer, o as resolveFrameNumber } from "./renderer-mNSyac1V.mjs";
2
- import { Rn as signalRegistry, q as parseColor } from "./dist-C1cCW7Bt.mjs";
3
- import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-CMaa63nz.mjs";
1
+ import { n as defineRenderer, o as resolveFrameNumber } from "./renderer-DrWeb39d.mjs";
2
+ import { Rn as signalRegistry, q as parseColor } from "./dist-D12-a3-x.mjs";
3
+ import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-zFNrvhV9.mjs";
4
4
 
5
5
  //#region ../../nodes/node-relight-3d/dist/renderers-CXgKN5yn.mjs
6
6
  const RELIGHT_SHADER = `
@@ -448,4 +448,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: Relight3DWebGPURenderer
448
448
 
449
449
  //#endregion
450
450
  export { renderers_default as t };
451
- //# sourceMappingURL=renderer-B522Dkdk.mjs.map
451
+ //# sourceMappingURL=renderer-AUK_ZS3p.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-B522Dkdk.mjs","names":[],"sources":["../../../nodes/node-relight-3d/dist/renderers-CXgKN5yn.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveFrameNumber } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout, perDevice, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { parseColor, signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst RELIGHT_SHADER = `\nstruct RelightUniforms {\n // vec4 0\n lightType : f32, // 0=Point, 1=Spot, 2=Directional, 3=Rim\n intensity : f32,\n lightPosX : f32,\n lightPosY : f32,\n\n // vec4 1\n lightPosZ : f32,\n lightRadius : f32,\n spotConeAngle : f32, // in radians\n specularRoughness : f32,\n\n // vec4 2\n specularStrength : f32,\n metallic : f32,\n ambientIntensity : f32,\n volumetricDensity : f32,\n\n // vec4 3\n depthScale : f32,\n depthInvert : f32,\n hasDepthMap : f32,\n hasNormalMap : f32,\n\n // vec4 4: signal flags\n hasSigIntensity : f32,\n hasSigPosX : f32,\n hasSigPosY : f32,\n hasSigPosZ : f32,\n\n // vec4 5: signal flags\n hasSigRadius : f32,\n hasSigRoughness : f32,\n hasSigSpecular : f32,\n hasSigVolumetric : f32,\n\n // vec4 6 & 7: colors\n lightColor : vec4<f32>,\n ambientColor : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : RelightUniforms;\n\n@group(1) @binding(0) var srcTex : texture_2d<f32>;\n@group(1) @binding(1) var srcSamp : sampler;\n\n@group(2) @binding(0) var depthTex : texture_2d<f32>;\n@group(2) @binding(1) var depthSamp : sampler;\n\n@group(3) @binding(0) var intensitySigTex : texture_2d<f32>;\n@group(3) @binding(1) var posXSigTex : texture_2d<f32>;\n@group(3) @binding(2) var posYSigTex : texture_2d<f32>;\n@group(3) @binding(3) var posZSigTex : texture_2d<f32>;\n@group(3) @binding(4) var radiusSigTex : texture_2d<f32>;\n@group(3) @binding(5) var roughnessSigTex : texture_2d<f32>;\n@group(3) @binding(6) var specularSigTex : texture_2d<f32>;\n@group(3) @binding(7) var volumetricSigTex : texture_2d<f32>;\n@group(3) @binding(8) var sigSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn sampleDepth(uv: vec2<f32>) -> f32 {\n var raw: f32 = 0.0;\n if (u.hasDepthMap > 0.5) {\n let dSample = textureSampleLevel(depthTex, depthSamp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0);\n raw = dot(dSample.rgb, vec3<f32>(0.299, 0.587, 0.114));\n } else {\n let c = textureSampleLevel(srcTex, srcSamp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0);\n raw = dot(c.rgb, vec3<f32>(0.299, 0.587, 0.114));\n }\n if (u.depthInvert > 0.5) {\n raw = 1.0 - raw;\n }\n return raw;\n}\n\nfn sampleSmoothDepth(uv: vec2<f32>, texelSize: vec2<f32>) -> f32 {\n let d0 = sampleDepth(uv);\n let d1 = sampleDepth(uv + vec2<f32>(texelSize.x, 0.0));\n let d2 = sampleDepth(uv - vec2<f32>(texelSize.x, 0.0));\n let d3 = sampleDepth(uv + vec2<f32>(0.0, texelSize.y));\n let d4 = sampleDepth(uv - vec2<f32>(0.0, texelSize.y));\n return (d0 * 4.0 + d1 + d2 + d3 + d4) * 0.125;\n}\n\nfn computeNormal(uv: vec2<f32>, texelSize: vec2<f32>) -> vec3<f32> {\n if (u.hasNormalMap > 0.5) {\n let rawNormal = textureSampleLevel(depthTex, depthSamp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0).rgb;\n return normalize(rawNormal * 2.0 - 1.0);\n }\n let step = texelSize * 2.5;\n let dL = sampleSmoothDepth(uv - vec2<f32>(step.x, 0.0), texelSize);\n let dR = sampleSmoothDepth(uv + vec2<f32>(step.x, 0.0), texelSize);\n let dD = sampleSmoothDepth(uv - vec2<f32>(0.0, step.y), texelSize);\n let dU = sampleSmoothDepth(uv + vec2<f32>(0.0, step.y), texelSize);\n\n let dx = (dR - dL) * u.depthScale * 1.5;\n let dy = (dU - dD) * u.depthScale * 1.5;\n return normalize(vec3<f32>(-dx, -dy, 1.0));\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n let albedo = textureSampleLevel(srcTex, srcSamp, in.uv, 0.0);\n if (albedo.a <= 0.0) {\n return albedo;\n }\n\n let dims = vec2<f32>(textureDimensions(srcTex));\n let texelSize = vec2<f32>(1.0 / dims.x, 1.0 / dims.y);\n let aspect = dims.x / dims.y;\n\n // Resolve signals\n var intensity = u.intensity;\n if (u.hasSigIntensity > 0.5) {\n intensity = textureSampleLevel(intensitySigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posX = u.lightPosX;\n if (u.hasSigPosX > 0.5) {\n posX = textureSampleLevel(posXSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posY = u.lightPosY;\n if (u.hasSigPosY > 0.5) {\n posY = textureSampleLevel(posYSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posZ = u.lightPosZ;\n if (u.hasSigPosZ > 0.5) {\n posZ = textureSampleLevel(posZSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var radius = u.lightRadius;\n if (u.hasSigRadius > 0.5) {\n radius = max(0.05, textureSampleLevel(radiusSigTex, sigSamp, in.uv, 0.0).r);\n }\n\n var roughness = u.specularRoughness;\n if (u.hasSigRoughness > 0.5) {\n roughness = clamp(textureSampleLevel(roughnessSigTex, sigSamp, in.uv, 0.0).r, 0.01, 1.0);\n }\n\n var specularStrength = u.specularStrength;\n if (u.hasSigSpecular > 0.5) {\n specularStrength = max(0.0, textureSampleLevel(specularSigTex, sigSamp, in.uv, 0.0).r);\n }\n\n var volumetricDensity = u.volumetricDensity;\n if (u.hasSigVolumetric > 0.5) {\n volumetricDensity = clamp(textureSampleLevel(volumetricSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n // Geometry & Surface Normals\n let depth = sampleSmoothDepth(in.uv, texelSize) * u.depthScale;\n let N = computeNormal(in.uv, texelSize);\n let V = vec3<f32>(0.0, 0.0, 1.0);\n\n // 3D coordinates (Aspect corrected for uniform radius)\n let pSurface = vec3<f32>((in.uv.x - 0.5) * aspect, in.uv.y - 0.5, - (1.0 - depth) * 0.4);\n let pLight = vec3<f32>((posX - 0.5) * aspect, posY - 0.5, max(0.02, posZ));\n\n let toLight = pLight - pSurface;\n let dist3D = length(toLight);\n var L = normalize(toLight);\n\n // Attenuation\n var att = 1.0 / (1.0 + (dist3D / max(0.05, radius)) * (dist3D / max(0.05, radius)));\n var diffuse = max(dot(N, L), 0.0);\n let H = normalize(L + V);\n let NdotH = max(dot(N, H), 0.0);\n let specPower = max(2.0, 2.0 / (roughness * roughness) - 2.0);\n var specular = pow(NdotH, specPower) * specularStrength;\n\n let lightMode = u.lightType;\n\n if (lightMode > 0.5 && lightMode < 1.5) {\n // Spot Light\n let spotDir = normalize(vec3<f32>(0.0, 0.0, -1.0));\n let spotAngleCos = dot(-L, spotDir);\n let coneCos = cos(u.spotConeAngle);\n let spotAtt = smoothstep(coneCos, coneCos + 0.15, spotAngleCos);\n\n diffuse = diffuse * spotAtt;\n specular = specular * spotAtt;\n } else if (lightMode > 1.5 && lightMode < 2.5) {\n // Directional Light\n L = normalize(vec3<f32>(posX - 0.5, posY - 0.5, max(0.1, posZ)));\n att = 1.0;\n diffuse = max(dot(N, L), 0.0);\n let dirH = normalize(L + V);\n specular = pow(max(dot(N, dirH), 0.0), specPower) * specularStrength;\n } else if (lightMode > 2.5) {\n // Rim Light\n let rimTerm = 1.0 - max(dot(N, V), 0.0);\n let rim = pow(rimTerm, 2.5) * (0.5 + depth * 0.8) * 1.5;\n diffuse = max(dot(N, L), 0.0) * 0.2 + rim;\n }\n\n // Volumetric Atmospheric Light Scatter / Glow\n let dist2D = length(vec2<f32>((in.uv.x - posX) * aspect, in.uv.y - posY));\n let volGlow = volumetricDensity * (1.0 / (1.0 + (dist2D / (radius * 0.5)) * (dist2D / (radius * 0.5)))) * (1.0 - clamp(depth * 0.3, 0.0, 0.8));\n\n let lightCol = u.lightColor.rgb;\n let ambientCol = u.ambientColor.rgb;\n\n // Natural Relighting Energy Distribution\n let ambientLighting = ambientCol * clamp(u.ambientIntensity, 0.0, 1.5);\n let diffuseLighting = lightCol * (diffuse * att * intensity * 0.6);\n let specularLighting = mix(vec3<f32>(1.0), albedo.rgb, u.metallic) * (specular * att * intensity * 0.35);\n let volLighting = lightCol * (volGlow * intensity * 0.2);\n\n let litRgb = albedo.rgb * (ambientLighting + diffuseLighting) + specularLighting + volLighting;\n\n return vec4<f32>(clamp(litRgb, vec3<f32>(0.0), vec3<f32>(1.0)), albedo.a);\n}\n`;\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsrcTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tdepthTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tsignalTextureLayout: texturesLayout(device, 8),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getRelightResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `relight_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `relight_${format}.wgsl`,\n\t\t\tcode: RELIGHT_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `RelightPipeline_${format}`,\n\t\t\tmodule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.srcTextureLayout,\n\t\t\t\tlayouts.depthTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsrcTextureLayout: layouts.srcTextureLayout,\n\t\tdepthTextureLayout: layouts.depthTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nfunction resolveSignalField(op, fieldName, defaultValue, minVal, maxVal, frame = 0, fps = 30) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && (signalInput.outputItem?.type === \"Signal\" || signalInput.outputItem?.type === \"Numeric\"));\n\tconst sd = hasSignal && signalInput?.outputItem?.data ? signalInput.outputItem.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") {\n\t\tconst raw = resolveFrameNumber(signalInput.outputItem.data, defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t} else {\n\t\tconst raw = resolveFrameNumber(op[fieldName], defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\telse if (sd) {\n\t\tconst raw = resolveFrameNumber(sd.offset, defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst Relight3DWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Relight3D\" || !op) return;\n\tconst sourceMedia = props.virtualMedia.children?.[0];\n\tif (!sourceMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: srcTex } = await drawChildToTexture(args, sourceMedia, { props: {\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\tcontainerWidth: width,\n\t\tcontainerHeight: height\n\t} });\n\targs.pass.end();\n\tconst normalMedia = op.normalMedia ?? (op.inputs?.normalMap?.connectionValid ? op.inputs.normalMap.outputItem?.data : null);\n\tconst depthMedia = normalMedia ?? op.depthMedia;\n\tlet depthTex;\n\tlet hasDepthMap = false;\n\tconst hasNormalMap = Boolean(normalMedia);\n\tif (depthMedia) {\n\t\t({texture: depthTex} = await drawChildToTexture(args, depthMedia, {\n\t\t\tprops: {\n\t\t\t\t...props,\n\t\t\t\tvirtualMedia: depthMedia,\n\t\t\t\tcontainerWidth: width,\n\t\t\t\tcontainerHeight: height\n\t\t\t},\n\t\t\texclude: [srcTex]\n\t\t}));\n\t\targs.pass.end();\n\t\thasDepthMap = true;\n\t} else {\n\t\tdepthTex = srcTex;\n\t\thasDepthMap = false;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, depthTextureLayout: depthLayout, signalTextureLayout: sigLayout } = getRelightResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : compositionFrame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 4;\n\tconst intensityInfo = resolveSignalField(op, \"intensity\", 1, 0, 10, compositionFrame, fps);\n\tconst posXInfo = resolveSignalField(op, \"lightPosX\", .5, 0, 1, compositionFrame, fps);\n\tconst posYInfo = resolveSignalField(op, \"lightPosY\", .5, 0, 1, compositionFrame, fps);\n\tconst posZInfo = resolveSignalField(op, \"lightPosZ\", .3, -2, 2, compositionFrame, fps);\n\tconst radiusInfo = resolveSignalField(op, \"lightRadius\", .8, .05, 5, compositionFrame, fps);\n\tconst spotConeInfo = resolveSignalField(op, \"spotConeAngle\", 45, 5, 90, compositionFrame, fps);\n\tconst roughnessInfo = resolveSignalField(op, \"specularRoughness\", .35, .01, 1, compositionFrame, fps);\n\tconst specularInfo = resolveSignalField(op, \"specularStrength\", .7, 0, 3, compositionFrame, fps);\n\tconst metallicInfo = resolveSignalField(op, \"metallic\", 0, 0, 1, compositionFrame, fps);\n\tconst ambientInfo = resolveSignalField(op, \"ambientIntensity\", .4, 0, 2, compositionFrame, fps);\n\tconst volumetricInfo = resolveSignalField(op, \"volumetricDensity\", .2, 0, 1, compositionFrame, fps);\n\tconst depthScaleInfo = resolveSignalField(op, \"depthScale\", 1, .1, 10, compositionFrame, fps);\n\tconst getSigTextureView = (info, fallbackId) => {\n\t\tif (info.hasSignal && info.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, info.sd.nodeId ?? fallbackId, elapsedSeconds, durationSeconds, info.sd, width, height, props.renderId, compositionFrame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst sigIntensityView = getSigTextureView(intensityInfo, \"relight_int_sig\");\n\tconst sigPosXView = getSigTextureView(posXInfo, \"relight_posx_sig\");\n\tconst sigPosYView = getSigTextureView(posYInfo, \"relight_posy_sig\");\n\tconst sigPosZView = getSigTextureView(posZInfo, \"relight_posz_sig\");\n\tconst sigRadiusView = getSigTextureView(radiusInfo, \"relight_rad_sig\");\n\tconst sigRoughnessView = getSigTextureView(roughnessInfo, \"relight_rough_sig\");\n\tconst sigSpecularView = getSigTextureView(specularInfo, \"relight_spec_sig\");\n\tconst sigVolumetricView = getSigTextureView(volumetricInfo, \"relight_vol_sig\");\n\tconst uniformData = new Float32Array(32);\n\tconst lightColorParsed = parseColor(op.lightColor ?? \"#ffffff\");\n\tconst ambientColorParsed = parseColor(op.ambientColor ?? \"#ffffff\");\n\tuniformData[0] = op.lightType === \"Spot\" ? 1 : op.lightType === \"Directional\" ? 2 : op.lightType === \"Rim\" ? 3 : 0;\n\tuniformData[1] = intensityInfo.value;\n\tuniformData[2] = posXInfo.value;\n\tuniformData[3] = posYInfo.value;\n\tuniformData[4] = posZInfo.value;\n\tuniformData[5] = radiusInfo.value;\n\tuniformData[6] = spotConeInfo.value * Math.PI / 180;\n\tuniformData[7] = roughnessInfo.value;\n\tuniformData[8] = specularInfo.value;\n\tuniformData[9] = metallicInfo.value;\n\tuniformData[10] = ambientInfo.value;\n\tuniformData[11] = volumetricInfo.value;\n\tuniformData[12] = depthScaleInfo.value;\n\tuniformData[13] = op.depthInvert ? 1 : 0;\n\tuniformData[14] = hasDepthMap || hasNormalMap ? 1 : 0;\n\tuniformData[15] = hasNormalMap ? 1 : 0;\n\tuniformData[16] = intensityInfo.hasSignal ? 1 : 0;\n\tuniformData[17] = posXInfo.hasSignal ? 1 : 0;\n\tuniformData[18] = posYInfo.hasSignal ? 1 : 0;\n\tuniformData[19] = posZInfo.hasSignal ? 1 : 0;\n\tuniformData[20] = radiusInfo.hasSignal ? 1 : 0;\n\tuniformData[21] = roughnessInfo.hasSignal ? 1 : 0;\n\tuniformData[22] = specularInfo.hasSignal ? 1 : 0;\n\tuniformData[23] = volumetricInfo.hasSignal ? 1 : 0;\n\tuniformData[24] = lightColorParsed.r;\n\tuniformData[25] = lightColorParsed.g;\n\tuniformData[26] = lightColorParsed.b;\n\tuniformData[27] = lightColorParsed.a;\n\tuniformData[28] = ambientColorParsed.r;\n\tuniformData[29] = ambientColorParsed.g;\n\tuniformData[30] = ambientColorParsed.b;\n\tuniformData[31] = ambientColorParsed.a;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tsrcTex,\n\t\tdepthTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, depthLayout, depthTex, sampler),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: sigIntensityView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: 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raw;\n }\n return raw;\n}\n\nfn sampleSmoothDepth(uv: vec2<f32>, texelSize: vec2<f32>) -> f32 {\n let d0 = sampleDepth(uv);\n let d1 = sampleDepth(uv + vec2<f32>(texelSize.x, 0.0));\n let d2 = sampleDepth(uv - vec2<f32>(texelSize.x, 0.0));\n let d3 = sampleDepth(uv + vec2<f32>(0.0, texelSize.y));\n let d4 = sampleDepth(uv - vec2<f32>(0.0, texelSize.y));\n return (d0 * 4.0 + d1 + d2 + d3 + d4) * 0.125;\n}\n\nfn computeNormal(uv: vec2<f32>, texelSize: vec2<f32>) -> vec3<f32> {\n if (u.hasNormalMap > 0.5) {\n let rawNormal = textureSampleLevel(depthTex, depthSamp, clamp(uv, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0).rgb;\n return normalize(rawNormal * 2.0 - 1.0);\n }\n let step = texelSize * 2.5;\n let dL = sampleSmoothDepth(uv - vec2<f32>(step.x, 0.0), texelSize);\n let dR = sampleSmoothDepth(uv + vec2<f32>(step.x, 0.0), texelSize);\n let dD = sampleSmoothDepth(uv - vec2<f32>(0.0, step.y), texelSize);\n let dU = sampleSmoothDepth(uv + vec2<f32>(0.0, step.y), texelSize);\n\n let dx = (dR - dL) * u.depthScale * 1.5;\n let dy = (dU - dD) * u.depthScale * 1.5;\n return normalize(vec3<f32>(-dx, -dy, 1.0));\n}\n\n@fragment fn fs(in: VSOut) -> @location(0) vec4<f32> {\n let albedo = textureSampleLevel(srcTex, srcSamp, in.uv, 0.0);\n if (albedo.a <= 0.0) {\n return albedo;\n }\n\n let dims = vec2<f32>(textureDimensions(srcTex));\n let texelSize = vec2<f32>(1.0 / dims.x, 1.0 / dims.y);\n let aspect = dims.x / dims.y;\n\n // Resolve signals\n var intensity = u.intensity;\n if (u.hasSigIntensity > 0.5) {\n intensity = textureSampleLevel(intensitySigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posX = u.lightPosX;\n if (u.hasSigPosX > 0.5) {\n posX = textureSampleLevel(posXSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posY = u.lightPosY;\n if (u.hasSigPosY > 0.5) {\n posY = textureSampleLevel(posYSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var posZ = u.lightPosZ;\n if (u.hasSigPosZ > 0.5) {\n posZ = textureSampleLevel(posZSigTex, sigSamp, in.uv, 0.0).r;\n }\n\n var radius = u.lightRadius;\n if (u.hasSigRadius > 0.5) {\n radius = max(0.05, textureSampleLevel(radiusSigTex, sigSamp, in.uv, 0.0).r);\n }\n\n var roughness = u.specularRoughness;\n if (u.hasSigRoughness > 0.5) {\n roughness = clamp(textureSampleLevel(roughnessSigTex, sigSamp, in.uv, 0.0).r, 0.01, 1.0);\n }\n\n var specularStrength = u.specularStrength;\n if (u.hasSigSpecular > 0.5) {\n specularStrength = max(0.0, textureSampleLevel(specularSigTex, sigSamp, in.uv, 0.0).r);\n }\n\n var volumetricDensity = u.volumetricDensity;\n if (u.hasSigVolumetric > 0.5) {\n volumetricDensity = clamp(textureSampleLevel(volumetricSigTex, sigSamp, in.uv, 0.0).r, 0.0, 1.0);\n }\n\n // Geometry & Surface Normals\n let depth = sampleSmoothDepth(in.uv, texelSize) * u.depthScale;\n let N = computeNormal(in.uv, texelSize);\n let V = vec3<f32>(0.0, 0.0, 1.0);\n\n // 3D coordinates (Aspect corrected for uniform radius)\n let pSurface = vec3<f32>((in.uv.x - 0.5) * aspect, in.uv.y - 0.5, - (1.0 - depth) * 0.4);\n let pLight = vec3<f32>((posX - 0.5) * aspect, posY - 0.5, max(0.02, posZ));\n\n let toLight = pLight - pSurface;\n let dist3D = length(toLight);\n var L = normalize(toLight);\n\n // Attenuation\n var att = 1.0 / (1.0 + (dist3D / max(0.05, radius)) * (dist3D / max(0.05, radius)));\n var diffuse = max(dot(N, L), 0.0);\n let H = normalize(L + V);\n let NdotH = max(dot(N, H), 0.0);\n let specPower = max(2.0, 2.0 / (roughness * roughness) - 2.0);\n var specular = pow(NdotH, specPower) * specularStrength;\n\n let lightMode = u.lightType;\n\n if (lightMode > 0.5 && lightMode < 1.5) {\n // Spot Light\n let spotDir = normalize(vec3<f32>(0.0, 0.0, -1.0));\n let spotAngleCos = dot(-L, spotDir);\n let coneCos = cos(u.spotConeAngle);\n let spotAtt = smoothstep(coneCos, coneCos + 0.15, spotAngleCos);\n\n diffuse = diffuse * spotAtt;\n specular = specular * spotAtt;\n } else if (lightMode > 1.5 && lightMode < 2.5) {\n // Directional Light\n L = normalize(vec3<f32>(posX - 0.5, posY - 0.5, max(0.1, posZ)));\n att = 1.0;\n diffuse = max(dot(N, L), 0.0);\n let dirH = normalize(L + V);\n specular = pow(max(dot(N, dirH), 0.0), specPower) * specularStrength;\n } else if (lightMode > 2.5) {\n // Rim Light\n let rimTerm = 1.0 - max(dot(N, V), 0.0);\n let rim = pow(rimTerm, 2.5) * (0.5 + depth * 0.8) * 1.5;\n diffuse = max(dot(N, L), 0.0) * 0.2 + rim;\n }\n\n // Volumetric Atmospheric Light Scatter / Glow\n let dist2D = length(vec2<f32>((in.uv.x - posX) * aspect, in.uv.y - posY));\n let volGlow = volumetricDensity * (1.0 / (1.0 + (dist2D / (radius * 0.5)) * (dist2D / (radius * 0.5)))) * (1.0 - clamp(depth * 0.3, 0.0, 0.8));\n\n let lightCol = u.lightColor.rgb;\n let ambientCol = u.ambientColor.rgb;\n\n // Natural Relighting Energy Distribution\n let ambientLighting = ambientCol * clamp(u.ambientIntensity, 0.0, 1.5);\n let diffuseLighting = lightCol * (diffuse * att * intensity * 0.6);\n let specularLighting = mix(vec3<f32>(1.0), albedo.rgb, u.metallic) * (specular * att * intensity * 0.35);\n let volLighting = lightCol * (volGlow * intensity * 0.2);\n\n let litRgb = albedo.rgb * (ambientLighting + diffuseLighting) + specularLighting + volLighting;\n\n return vec4<f32>(clamp(litRgb, vec3<f32>(0.0), vec3<f32>(1.0)), albedo.a);\n}\n`;\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsrcTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tdepthTextureLayout: fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]),\n\tsignalTextureLayout: texturesLayout(device, 8),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getRelightResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `relight_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst module = device.createShaderModule({\n\t\t\tlabel: `relight_${format}.wgsl`,\n\t\t\tcode: RELIGHT_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `RelightPipeline_${format}`,\n\t\t\tmodule,\n\t\t\tlayouts: [\n\t\t\t\tlayouts.uniformLayout,\n\t\t\t\tlayouts.srcTextureLayout,\n\t\t\t\tlayouts.depthTextureLayout,\n\t\t\t\tlayouts.signalTextureLayout\n\t\t\t],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tpipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsrcTextureLayout: layouts.srcTextureLayout,\n\t\tdepthTextureLayout: layouts.depthTextureLayout,\n\t\tsignalTextureLayout: layouts.signalTextureLayout\n\t};\n}\nfunction resolveSignalField(op, fieldName, defaultValue, minVal, maxVal, frame = 0, fps = 30) {\n\tconst handleId = op[`${fieldName}HandleId`];\n\tconst signalInput = handleId ? op.inputs?.[handleId] : null;\n\tconst hasSignal = !!(signalInput?.connectionValid && (signalInput.outputItem?.type === \"Signal\" || signalInput.outputItem?.type === \"Numeric\"));\n\tconst sd = hasSignal && signalInput?.outputItem?.data ? signalInput.outputItem.data : null;\n\tlet value = defaultValue;\n\tif (!hasSignal) if (signalInput?.connectionValid && signalInput.outputItem?.type === \"Number\") {\n\t\tconst raw = resolveFrameNumber(signalInput.outputItem.data, defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t} else {\n\t\tconst raw = resolveFrameNumber(op[fieldName], defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\telse if (sd) {\n\t\tconst raw = resolveFrameNumber(sd.offset, defaultValue, frame, fps);\n\t\tvalue = Math.max(minVal, Math.min(maxVal, raw));\n\t}\n\treturn {\n\t\thasSignal,\n\t\tsd,\n\t\tvalue\n\t};\n}\nconst Relight3DWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst frame = props.frame ?? 0;\n\tconst compositionFrame = props.compositionFrame ?? frame;\n\tconst fps = props.fps || 30;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Relight3D\" || !op) return;\n\tconst sourceMedia = props.virtualMedia.children?.[0];\n\tif (!sourceMedia) return;\n\tpass.end();\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: srcTex } = await drawChildToTexture(args, sourceMedia, { props: {\n\t\t...props,\n\t\tvirtualMedia: sourceMedia,\n\t\tcontainerWidth: width,\n\t\tcontainerHeight: height\n\t} });\n\targs.pass.end();\n\tconst normalMedia = op.normalMedia ?? (op.inputs?.normalMap?.connectionValid ? op.inputs.normalMap.outputItem?.data : null);\n\tconst depthMedia = normalMedia ?? op.depthMedia;\n\tlet depthTex;\n\tlet hasDepthMap = false;\n\tconst hasNormalMap = Boolean(normalMedia);\n\tif (depthMedia) {\n\t\t({texture: depthTex} = await drawChildToTexture(args, depthMedia, {\n\t\t\tprops: {\n\t\t\t\t...props,\n\t\t\t\tvirtualMedia: depthMedia,\n\t\t\t\tcontainerWidth: width,\n\t\t\t\tcontainerHeight: height\n\t\t\t},\n\t\t\texclude: [srcTex]\n\t\t}));\n\t\targs.pass.end();\n\t\thasDepthMap = true;\n\t} else {\n\t\tdepthTex = srcTex;\n\t\thasDepthMap = false;\n\t}\n\tconst { pipeline, uniformLayout: uLayout, srcTextureLayout: srcLayout, depthTextureLayout: depthLayout, signalTextureLayout: sigLayout } = getRelightResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tconst elapsedSeconds = props.elapsedMs !== void 0 ? props.elapsedMs / 1e3 : compositionFrame / fps;\n\tconst durationSeconds = props.virtualMedia?.metadata?.durationMs ? props.virtualMedia.metadata.durationMs / 1e3 : props.durationMs !== void 0 ? props.durationMs / 1e3 : 4;\n\tconst intensityInfo = resolveSignalField(op, \"intensity\", 1, 0, 10, compositionFrame, fps);\n\tconst posXInfo = resolveSignalField(op, \"lightPosX\", .5, 0, 1, compositionFrame, fps);\n\tconst posYInfo = resolveSignalField(op, \"lightPosY\", .5, 0, 1, compositionFrame, fps);\n\tconst posZInfo = resolveSignalField(op, \"lightPosZ\", .3, -2, 2, compositionFrame, fps);\n\tconst radiusInfo = resolveSignalField(op, \"lightRadius\", .8, .05, 5, compositionFrame, fps);\n\tconst spotConeInfo = resolveSignalField(op, \"spotConeAngle\", 45, 5, 90, compositionFrame, fps);\n\tconst roughnessInfo = resolveSignalField(op, \"specularRoughness\", .35, .01, 1, compositionFrame, fps);\n\tconst specularInfo = resolveSignalField(op, \"specularStrength\", .7, 0, 3, compositionFrame, fps);\n\tconst metallicInfo = resolveSignalField(op, \"metallic\", 0, 0, 1, compositionFrame, fps);\n\tconst ambientInfo = resolveSignalField(op, \"ambientIntensity\", .4, 0, 2, compositionFrame, fps);\n\tconst volumetricInfo = resolveSignalField(op, \"volumetricDensity\", .2, 0, 1, compositionFrame, fps);\n\tconst depthScaleInfo = resolveSignalField(op, \"depthScale\", 1, .1, 10, compositionFrame, fps);\n\tconst getSigTextureView = (info, fallbackId) => {\n\t\tif (info.hasSignal && info.sd) return signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, info.sd.nodeId ?? fallbackId, elapsedSeconds, durationSeconds, info.sd, width, height, props.renderId, compositionFrame, fps);\n\t\treturn signalRegistry.getDummy1x1TextureView(ctx.device);\n\t};\n\tconst sigIntensityView = getSigTextureView(intensityInfo, \"relight_int_sig\");\n\tconst sigPosXView = getSigTextureView(posXInfo, \"relight_posx_sig\");\n\tconst sigPosYView = getSigTextureView(posYInfo, \"relight_posy_sig\");\n\tconst sigPosZView = getSigTextureView(posZInfo, \"relight_posz_sig\");\n\tconst sigRadiusView = getSigTextureView(radiusInfo, \"relight_rad_sig\");\n\tconst sigRoughnessView = getSigTextureView(roughnessInfo, \"relight_rough_sig\");\n\tconst sigSpecularView = getSigTextureView(specularInfo, \"relight_spec_sig\");\n\tconst sigVolumetricView = getSigTextureView(volumetricInfo, \"relight_vol_sig\");\n\tconst uniformData = new Float32Array(32);\n\tconst lightColorParsed = parseColor(op.lightColor ?? \"#ffffff\");\n\tconst ambientColorParsed = parseColor(op.ambientColor ?? \"#ffffff\");\n\tuniformData[0] = op.lightType === \"Spot\" ? 1 : op.lightType === \"Directional\" ? 2 : op.lightType === \"Rim\" ? 3 : 0;\n\tuniformData[1] = intensityInfo.value;\n\tuniformData[2] = posXInfo.value;\n\tuniformData[3] = posYInfo.value;\n\tuniformData[4] = posZInfo.value;\n\tuniformData[5] = radiusInfo.value;\n\tuniformData[6] = spotConeInfo.value * Math.PI / 180;\n\tuniformData[7] = roughnessInfo.value;\n\tuniformData[8] = specularInfo.value;\n\tuniformData[9] = metallicInfo.value;\n\tuniformData[10] = ambientInfo.value;\n\tuniformData[11] = volumetricInfo.value;\n\tuniformData[12] = depthScaleInfo.value;\n\tuniformData[13] = op.depthInvert ? 1 : 0;\n\tuniformData[14] = hasDepthMap || hasNormalMap ? 1 : 0;\n\tuniformData[15] = hasNormalMap ? 1 : 0;\n\tuniformData[16] = intensityInfo.hasSignal ? 1 : 0;\n\tuniformData[17] = posXInfo.hasSignal ? 1 : 0;\n\tuniformData[18] = posYInfo.hasSignal ? 1 : 0;\n\tuniformData[19] = posZInfo.hasSignal ? 1 : 0;\n\tuniformData[20] = radiusInfo.hasSignal ? 1 : 0;\n\tuniformData[21] = roughnessInfo.hasSignal ? 1 : 0;\n\tuniformData[22] = specularInfo.hasSignal ? 1 : 0;\n\tuniformData[23] = volumetricInfo.hasSignal ? 1 : 0;\n\tuniformData[24] = lightColorParsed.r;\n\tuniformData[25] = lightColorParsed.g;\n\tuniformData[26] = lightColorParsed.b;\n\tuniformData[27] = lightColorParsed.a;\n\tuniformData[28] = ambientColorParsed.r;\n\tuniformData[29] = ambientColorParsed.g;\n\tuniformData[30] = ambientColorParsed.b;\n\tuniformData[31] = ambientColorParsed.a;\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(uniformData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\tsrcTex,\n\t\tdepthTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: uLayout,\n\t\t\tentries: [{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: { buffer: uniformBuffer }\n\t\t\t}]\n\t\t}),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, srcLayout, srcTex, sampler),\n\t\tctx.renderer.bindGroupCache.getBindGroup(ctx.device, depthLayout, depthTex, sampler),\n\t\tctx.device.createBindGroup({\n\t\t\tlayout: sigLayout,\n\t\t\tentries: [\n\t\t\t\t{\n\t\t\t\t\tbinding: 0,\n\t\t\t\t\tresource: sigIntensityView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 1,\n\t\t\t\t\tresource: sigPosXView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 2,\n\t\t\t\t\tresource: sigPosYView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 3,\n\t\t\t\t\tresource: sigPosZView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 4,\n\t\t\t\t\tresource: sigRadiusView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 5,\n\t\t\t\t\tresource: sigRoughnessView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 6,\n\t\t\t\t\tresource: sigSpecularView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 7,\n\t\t\t\t\tresource: sigVolumetricView\n\t\t\t\t},\n\t\t\t\t{\n\t\t\t\t\tbinding: 8,\n\t\t\t\t\tresource: sampler\n\t\t\t\t}\n\t\t\t]\n\t\t})\n\t]);\n\tdrawTextureToTarget(args, outTex, op.opacity ?? 1);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: Relight3DWebGPURenderer });\n\n//#endregion\nexport { renderers_default as t };\n//# 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@@ -1,4 +1,4 @@
1
- import { n as NodeRendererPlugin } from "./renderer-BX7jS14r.mjs";
1
+ import { n as NodeRendererPlugin } from "./renderer-DoPEPlbG.mjs";
2
2
 
3
3
  //#region ../../nodes/node-audio-signal-extractor/dist/renderer.d.mts
4
4
  //#region src/renderers/index.d.ts
@@ -7,4 +7,4 @@ declare const _default: Readonly<NodeRendererPlugin>;
7
7
 
8
8
  //#endregion
9
9
  export { _default as t };
10
- //# sourceMappingURL=renderer-DKgPVOLL.d.mts.map
10
+ //# sourceMappingURL=renderer-B-inTgyb.d.mts.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-DKgPVOLL.d.mts","names":["_framefields_node_sdk_renderer0","_default","NodeRendererPlugin","Readonly","default"],"sources":["../../../nodes/node-audio-signal-extractor/dist/renderer.d.mts"],"sourcesContent":["import * as _framefields_node_sdk_renderer0 from \"@framefields/node-sdk/renderer\";\n\n//#region src/renderers/index.d.ts\ndeclare const _default: Readonly<_framefields_node_sdk_renderer0.NodeRendererPlugin>;\n//#endregion\nexport { _default as default };\n//# sourceMappingURL=renderer.d.mts.map"],"mappings":";;;;AAAkF,cAGpEC,QAAsE,EAA5DE,QAASH,CAAAA,kBAAD,CAAA"}
1
+ {"version":3,"file":"renderer-B-inTgyb.d.mts","names":["_framefields_node_sdk_renderer0","_default","NodeRendererPlugin","Readonly","default"],"sources":["../../../nodes/node-audio-signal-extractor/dist/renderer.d.mts"],"sourcesContent":["import * as _framefields_node_sdk_renderer0 from \"@framefields/node-sdk/renderer\";\n\n//#region src/renderers/index.d.ts\ndeclare const _default: Readonly<_framefields_node_sdk_renderer0.NodeRendererPlugin>;\n//#endregion\nexport { _default as default };\n//# sourceMappingURL=renderer.d.mts.map"],"mappings":";;;;AAAkF,cAGpEC,QAAsE,EAA5DE,QAASH,CAAAA,kBAAD,CAAA"}
@@ -1,7 +1,7 @@
1
- import "./chunk-BcJoO4Nm.mjs";
2
- import { c as resolveSignalField, n as defineRenderer } from "./renderer-mNSyac1V.mjs";
3
- import { Rn as signalRegistry } from "./dist-C1cCW7Bt.mjs";
4
- import { a as createFullscreenPipeline, f as signalTiming, l as fragmentBindGroupLayout, p as texturesLayout, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-CMaa63nz.mjs";
1
+ import "./chunk-D8S17ehY.mjs";
2
+ import { c as resolveSignalField, n as defineRenderer } from "./renderer-DrWeb39d.mjs";
3
+ import { Rn as signalRegistry } from "./dist-D12-a3-x.mjs";
4
+ import { a as createFullscreenPipeline, f as signalTiming, l as fragmentBindGroupLayout, p as texturesLayout, t as FULLSCREEN_QUAD_WGSL, u as perDevice } from "./gpu-zFNrvhV9.mjs";
5
5
 
6
6
  //#region ../../nodes/node-noise-generator/dist/renderers-DdsDStam.mjs
7
7
  const NOISE_SHADER = `
@@ -392,4 +392,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: NoiseWebGPURenderer });
392
392
 
393
393
  //#endregion
394
394
  export { NoiseWebGPURenderer, renderers_default as default };
395
- //# sourceMappingURL=renderer-BF0hx_iJ.mjs.map
395
+ //# sourceMappingURL=renderer-B3IRvukr.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-BF0hx_iJ.mjs","names":[],"sources":["../../../nodes/node-noise-generator/dist/renderers-DdsDStam.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveSignalField } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, fragmentBindGroupLayout, perDevice, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst NOISE_SHADER = `\nstruct NoiseUniforms {\n noiseType : f32, // 0 = Perlin, 1 = Simplex, 2 = Voronoi\n outputType : f32, // 0 = Image, 1 = Video\n time : f32,\n _padding : f32,\n \n scale : f32,\n octaves : f32,\n persistence : f32,\n lacunarity : f32,\n \n speed : f32,\n hasSignal_scale : f32,\n hasSignal_octaves : f32,\n hasSignal_persistence : f32,\n \n hasSignal_lacunarity : f32,\n hasSignal_speed : f32,\n _pad2 : f32,\n _pad3 : f32,\n\n colorStart : vec4<f32>,\n colorEnd : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : NoiseUniforms;\n\n@group(1) @binding(0) var scaleTex : texture_2d<f32>;\n@group(1) @binding(1) var octavesTex : texture_2d<f32>;\n@group(1) @binding(2) var persistenceTex : texture_2d<f32>;\n@group(1) @binding(3) var lacunarityTex : texture_2d<f32>;\n@group(1) @binding(4) var speedTex : texture_2d<f32>;\n@group(1) @binding(5) var sigSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn hash3(p: vec3<f32>) -> vec3<f32> {\n var p3 = fract(p * vec3<f32>(0.1031, 0.11369, 0.13787));\n p3 += dot(p3, p3.yzx + 19.19);\n return fract((p3.xxy + p3.yzz) * p3.zyx) * 2.0 - 1.0;\n}\n\nfn perlin3d(p: vec3<f32>) -> f32 {\n let pi = floor(p);\n let pf = fract(p);\n \n let w = pf * pf * (3.0 - 2.0 * pf);\n \n let g000 = hash3(pi + vec3<f32>(0.0, 0.0, 0.0));\n let g100 = hash3(pi + vec3<f32>(1.0, 0.0, 0.0));\n let g010 = hash3(pi + vec3<f32>(0.0, 1.0, 0.0));\n let g110 = hash3(pi + vec3<f32>(1.0, 1.0, 0.0));\n let g001 = hash3(pi + vec3<f32>(0.0, 0.0, 1.0));\n let g101 = hash3(pi + vec3<f32>(1.0, 0.0, 1.0));\n let g011 = hash3(pi + vec3<f32>(0.0, 1.0, 1.0));\n let g111 = hash3(pi + vec3<f32>(1.0, 1.0, 1.0));\n \n let n000 = dot(g000, pf - vec3<f32>(0.0, 0.0, 0.0));\n let n100 = dot(g100, pf - vec3<f32>(1.0, 0.0, 0.0));\n let n010 = dot(g010, pf - vec3<f32>(0.0, 1.0, 0.0));\n let n110 = dot(g110, pf - vec3<f32>(1.0, 1.0, 0.0));\n let n001 = dot(g001, pf - vec3<f32>(0.0, 0.0, 1.0));\n let n101 = dot(g101, pf - vec3<f32>(1.0, 0.0, 1.0));\n let n011 = dot(g011, pf - vec3<f32>(0.0, 1.0, 1.0));\n let n111 = dot(g111, pf - vec3<f32>(1.0, 1.0, 1.0));\n \n let n_x00 = mix(n000, n100, w.x);\n let n_x10 = mix(n010, n110, w.x);\n let n_y0 = mix(n_x00, n_x10, w.y);\n \n let n_x01 = mix(n001, n101, w.x);\n let n_x11 = mix(n011, n111, w.x);\n let n_y1 = mix(n_x01, n_x11, w.y);\n \n return mix(n_y0, n_y1, w.z) * 0.5 + 0.5; // Map to [0, 1]\n}\n\nfn simplex3d(v: vec3<f32>) -> f32 {\n let skew = (v.x + v.y + v.z) * (1.0 / 3.0);\n let i = floor(v + skew);\n let unskew = (i.x + i.y + i.z) * (1.0 / 6.0);\n let x0 = v - i + unskew;\n \n var i1 = vec3<f32>(0.0);\n var i2 = vec3<f32>(0.0);\n \n if (x0.x >= x0.y) {\n if (x0.y >= x0.z) {\n i1 = vec3<f32>(1.0, 0.0, 0.0);\n i2 = vec3<f32>(1.0, 1.0, 0.0);\n } else if (x0.x >= x0.z) {\n i1 = vec3<f32>(1.0, 0.0, 0.0);\n i2 = vec3<f32>(1.0, 0.0, 1.0);\n } else {\n i1 = vec3<f32>(0.0, 0.0, 1.0);\n i2 = vec3<f32>(1.0, 0.0, 1.0);\n }\n } else {\n if (x0.y < x0.z) {\n i1 = vec3<f32>(0.0, 0.0, 1.0);\n i2 = vec3<f32>(0.0, 1.0, 1.0);\n } else if (x0.x < x0.z) {\n i1 = vec3<f32>(0.0, 1.0, 0.0);\n i2 = vec3<f32>(0.0, 1.0, 1.0);\n } else {\n i1 = vec3<f32>(0.0, 1.0, 0.0);\n i2 = vec3<f32>(1.0, 1.0, 0.0);\n }\n }\n \n let x1 = x0 - i1 + (1.0 / 6.0);\n let x2 = x0 - i2 + (1.0 / 3.0);\n let x3 = x0 - 1.0 + 0.5;\n \n var m = vec4<f32>(\n dot(x0, x0),\n dot(x1, x1),\n dot(x2, x2),\n dot(x3, x3)\n );\n m = max(0.6 - m, vec4<f32>(0.0));\n m = m * m;\n m = m * m;\n \n let g0 = dot(hash3(i + vec3<f32>(0.0)), x0);\n let g1 = dot(hash3(i + i1), x1);\n let g2 = dot(hash3(i + i2), x2);\n let g3 = dot(hash3(i + vec3<f32>(1.0)), x3);\n \n let n = dot(m, vec4<f32>(g0, g1, g2, g3));\n return 32.0 * n * 0.5 + 0.5;\n}\n\nfn voronoi3d(p: vec3<f32>) -> f32 {\n let pi = floor(p);\n let pf = fract(p);\n var min_dist = 8.0;\n \n for (var k = -1; k <= 1; k++) {\n for (var j = -1; j <= 1; j++) {\n for (var i = -1; i <= 1; i++) {\n let g = vec3<f32>(f32(i), f32(j), f32(k));\n let o = hash3(pi + g) * 0.5 + 0.5;\n let r = g + o - pf;\n let d = dot(r, r);\n if (d < min_dist) {\n min_dist = d;\n }\n }\n }\n }\n return clamp(sqrt(min_dist), 0.0, 1.0);\n}\n\nfn fbm_perlin(p: vec3<f32>, octaves: i32, persistence: f32, lacunarity: f32) -> f32 {\n var value = 0.0;\n var amp = 1.0;\n var freq = 1.0;\n var total_amp = 0.0;\n for (var i = 0; i < 8; i++) {\n if (i >= octaves) { break; }\n value += amp * perlin3d(p * freq);\n total_amp += amp;\n freq *= lacunarity;\n amp *= persistence;\n }\n return value / total_amp;\n}\n\nfn fbm_simplex(p: vec3<f32>, octaves: i32, persistence: f32, lacunarity: f32) -> f32 {\n var value = 0.0;\n var amp = 1.0;\n var freq = 1.0;\n var total_amp = 0.0;\n for (var i = 0; i < 8; i++) {\n if (i >= octaves) { break; }\n value += amp * simplex3d(p * freq);\n total_amp += amp;\n freq *= lacunarity;\n amp *= persistence;\n }\n return value / total_amp;\n}\n\nfn fbm_voronoi(p: vec3<f32>, octaves: i32, persistence: f32, lacunarity: f32) -> f32 {\n var value = 0.0;\n var amp = 1.0;\n var freq = 1.0;\n var total_amp = 0.0;\n for (var i = 0; i < 8; i++) {\n if (i >= octaves) { break; }\n value += amp * voronoi3d(p * freq);\n total_amp += amp;\n freq *= lacunarity;\n amp *= persistence;\n }\n return value / total_amp;\n}\n\nfn get_field(val: f32, hasSig: f32, tex: texture_2d<f32>, samp: sampler, uv: vec2<f32>) -> f32 {\n if (hasSig > 0.5) {\n return textureSampleLevel(tex, samp, uv, 0.0).r;\n }\n return val;\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let scale = get_field(u.scale, u.hasSignal_scale, scaleTex, sigSamp, in.uv);\n let octaves_f = get_field(u.octaves, u.hasSignal_octaves, octavesTex, sigSamp, in.uv);\n let octaves = i32(clamp(octaves_f, 1.0, 8.0));\n let persistence = get_field(u.persistence, u.hasSignal_persistence, persistenceTex, sigSamp, in.uv);\n let lacunarity = get_field(u.lacunarity, u.hasSignal_lacunarity, lacunarityTex, sigSamp, in.uv);\n let speed = get_field(u.speed, u.hasSignal_speed, speedTex, sigSamp, in.uv);\n\n let isVideo = u.outputType > 0.5;\n let z_coord = select(0.0, u.time * speed, isVideo);\n \n let coord = vec3<f32>(in.uv * scale, z_coord);\n \n var n_val = 0.0;\n if (u.noiseType < 0.5) {\n n_val = fbm_perlin(coord, octaves, persistence, lacunarity);\n } else if (u.noiseType < 1.5) {\n n_val = fbm_simplex(coord, octaves, persistence, lacunarity);\n } else {\n n_val = fbm_voronoi(coord, octaves, persistence, lacunarity);\n }\n \n return mix(u.colorStart, u.colorEnd, clamp(n_val, 0.0, 1.0));\n}\n`;\nconst noiseUniformData = new Float32Array(24);\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsignalsLayout: texturesLayout(device, 5),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getNoiseResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `noise_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst noiseModule = device.createShaderModule({\n\t\t\tlabel: `noise_${format}.wgsl`,\n\t\t\tcode: NOISE_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `NoiseGeneratorPipeline_${format}`,\n\t\t\tmodule: noiseModule,\n\t\t\tlayouts: [layouts.uniformLayout, layouts.signalsLayout],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tnoisePipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsignalsLayout: layouts.signalsLayout\n\t};\n}\nfunction hexToRgba(hex) {\n\tlet h = hex.replace(\"#\", \"\");\n\tif (h.length === 3 || h.length === 4) h = h.split(\"\").map((c) => c + c).join(\"\");\n\tconst r = parseInt(h.substring(0, 2), 16) / 255;\n\tconst g = parseInt(h.substring(2, 4), 16) / 255;\n\tconst b = parseInt(h.substring(4, 6), 16) / 255;\n\tlet a = 1;\n\tif (h.length === 8) a = parseInt(h.substring(6, 8), 16) / 255;\n\treturn [\n\t\tr,\n\t\tg,\n\t\tb,\n\t\ta\n\t];\n}\nconst NoiseWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"NoiseGenerator\" || !op) return;\n\tconst { noisePipeline: pipeline, uniformLayout: uLayout, signalsLayout: sigLayout } = getNoiseResources(ctx.device, ctx.renderer.format);\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst scaleInfo = resolveSignalField(op, \"scale\", 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speedInfo.value;\n\tnoiseUniformData[9] = scaleInfo.hasSignal ? 1 : 0;\n\tnoiseUniformData[10] = octavesInfo.hasSignal ? 1 : 0;\n\tnoiseUniformData[11] = persistenceInfo.hasSignal ? 1 : 0;\n\tnoiseUniformData[12] = lacunarityInfo.hasSignal ? 1 : 0;\n\tnoiseUniformData[13] = speedInfo.hasSignal ? 1 : 0;\n\tnoiseUniformData[14] = 0;\n\tnoiseUniformData[15] = 0;\n\tnoiseUniformData[16] = colorStartVal[0];\n\tnoiseUniformData[17] = colorStartVal[1];\n\tnoiseUniformData[18] = colorStartVal[2];\n\tnoiseUniformData[19] = colorStartVal[3];\n\tnoiseUniformData[20] = colorEndVal[0];\n\tnoiseUniformData[21] = colorEndVal[1];\n\tnoiseUniformData[22] = colorEndVal[2];\n\tnoiseUniformData[23] = colorEndVal[3];\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(noiseUniformData);\n\tconst signalFields = [\n\t\t{\n\t\t\tname: \"scale\",\n\t\t\tinfo: scaleInfo\n\t\t},\n\t\t{\n\t\t\tname: \"octaves\",\n\t\t\tinfo: octavesInfo\n\t\t},\n\t\t{\n\t\t\tname: \"persistence\",\n\t\t\tinfo: 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+ {"version":3,"file":"renderer-B3IRvukr.mjs","names":[],"sources":["../../../nodes/node-noise-generator/dist/renderers-DdsDStam.mjs"],"sourcesContent":["import { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { resolveSignalField } from \"@framefields/node-sdk\";\nimport { FULLSCREEN_QUAD_WGSL, createFullscreenPipeline, fragmentBindGroupLayout, perDevice, signalTiming, texturesLayout } from \"@framefields/node-sdk/gpu\";\nimport { signalRegistry } from \"@framefields/webgpu-renderers\";\n\n//#region src/renderers/webgpu-renderer.ts\nconst NOISE_SHADER = `\nstruct NoiseUniforms {\n noiseType : f32, // 0 = Perlin, 1 = Simplex, 2 = Voronoi\n outputType : f32, // 0 = Image, 1 = Video\n time : f32,\n _padding : f32,\n \n scale : f32,\n octaves : f32,\n persistence : f32,\n lacunarity : f32,\n \n speed : f32,\n hasSignal_scale : f32,\n hasSignal_octaves : f32,\n hasSignal_persistence : f32,\n \n hasSignal_lacunarity : f32,\n hasSignal_speed : f32,\n _pad2 : f32,\n _pad3 : f32,\n\n colorStart : vec4<f32>,\n colorEnd : vec4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u : NoiseUniforms;\n\n@group(1) @binding(0) var scaleTex : texture_2d<f32>;\n@group(1) @binding(1) var octavesTex : texture_2d<f32>;\n@group(1) @binding(2) var persistenceTex : texture_2d<f32>;\n@group(1) @binding(3) var lacunarityTex : texture_2d<f32>;\n@group(1) @binding(4) var speedTex : texture_2d<f32>;\n@group(1) @binding(5) var sigSamp : sampler;\n${FULLSCREEN_QUAD_WGSL}\n\nfn hash3(p: vec3<f32>) -> vec3<f32> {\n var p3 = fract(p * vec3<f32>(0.1031, 0.11369, 0.13787));\n p3 += dot(p3, p3.yzx + 19.19);\n return fract((p3.xxy + p3.yzz) * p3.zyx) * 2.0 - 1.0;\n}\n\nfn perlin3d(p: vec3<f32>) -> f32 {\n let pi = floor(p);\n let pf = fract(p);\n \n let w = pf * pf * (3.0 - 2.0 * pf);\n \n let g000 = hash3(pi + vec3<f32>(0.0, 0.0, 0.0));\n let g100 = hash3(pi + vec3<f32>(1.0, 0.0, 0.0));\n let g010 = hash3(pi + vec3<f32>(0.0, 1.0, 0.0));\n let g110 = hash3(pi + vec3<f32>(1.0, 1.0, 0.0));\n let g001 = hash3(pi + vec3<f32>(0.0, 0.0, 1.0));\n let g101 = hash3(pi + vec3<f32>(1.0, 0.0, 1.0));\n let g011 = hash3(pi + vec3<f32>(0.0, 1.0, 1.0));\n let g111 = hash3(pi + vec3<f32>(1.0, 1.0, 1.0));\n \n let n000 = dot(g000, pf - vec3<f32>(0.0, 0.0, 0.0));\n let n100 = dot(g100, pf - vec3<f32>(1.0, 0.0, 0.0));\n let n010 = dot(g010, pf - vec3<f32>(0.0, 1.0, 0.0));\n let n110 = dot(g110, pf - vec3<f32>(1.0, 1.0, 0.0));\n let n001 = dot(g001, pf - vec3<f32>(0.0, 0.0, 1.0));\n let n101 = dot(g101, pf - vec3<f32>(1.0, 0.0, 1.0));\n let n011 = dot(g011, pf - vec3<f32>(0.0, 1.0, 1.0));\n let n111 = dot(g111, pf - vec3<f32>(1.0, 1.0, 1.0));\n \n let n_x00 = mix(n000, n100, w.x);\n let n_x10 = mix(n010, n110, w.x);\n let n_y0 = mix(n_x00, n_x10, w.y);\n \n let n_x01 = mix(n001, n101, w.x);\n let n_x11 = mix(n011, n111, w.x);\n let n_y1 = mix(n_x01, n_x11, w.y);\n \n return mix(n_y0, n_y1, w.z) * 0.5 + 0.5; // Map to [0, 1]\n}\n\nfn simplex3d(v: vec3<f32>) -> f32 {\n let skew = (v.x + v.y + v.z) * (1.0 / 3.0);\n let i = floor(v + skew);\n let unskew = (i.x + i.y + i.z) * (1.0 / 6.0);\n let x0 = v - i + unskew;\n \n var i1 = vec3<f32>(0.0);\n var i2 = vec3<f32>(0.0);\n \n if (x0.x >= x0.y) {\n if (x0.y >= x0.z) {\n i1 = vec3<f32>(1.0, 0.0, 0.0);\n i2 = vec3<f32>(1.0, 1.0, 0.0);\n } else if (x0.x >= x0.z) {\n i1 = vec3<f32>(1.0, 0.0, 0.0);\n i2 = vec3<f32>(1.0, 0.0, 1.0);\n } else {\n i1 = vec3<f32>(0.0, 0.0, 1.0);\n i2 = vec3<f32>(1.0, 0.0, 1.0);\n }\n } else {\n if (x0.y < x0.z) {\n i1 = vec3<f32>(0.0, 0.0, 1.0);\n i2 = vec3<f32>(0.0, 1.0, 1.0);\n } else if (x0.x < x0.z) {\n i1 = vec3<f32>(0.0, 1.0, 0.0);\n i2 = vec3<f32>(0.0, 1.0, 1.0);\n } else {\n i1 = vec3<f32>(0.0, 1.0, 0.0);\n i2 = vec3<f32>(1.0, 1.0, 0.0);\n }\n }\n \n let x1 = x0 - i1 + (1.0 / 6.0);\n let x2 = x0 - i2 + (1.0 / 3.0);\n let x3 = x0 - 1.0 + 0.5;\n \n var m = vec4<f32>(\n dot(x0, x0),\n dot(x1, x1),\n dot(x2, x2),\n dot(x3, x3)\n );\n m = max(0.6 - m, vec4<f32>(0.0));\n m = m * m;\n m = m * m;\n \n let g0 = dot(hash3(i + vec3<f32>(0.0)), x0);\n let g1 = dot(hash3(i + i1), x1);\n let g2 = dot(hash3(i + i2), x2);\n let g3 = dot(hash3(i + vec3<f32>(1.0)), x3);\n \n let n = dot(m, vec4<f32>(g0, g1, g2, g3));\n return 32.0 * n * 0.5 + 0.5;\n}\n\nfn voronoi3d(p: vec3<f32>) -> f32 {\n let pi = floor(p);\n let pf = fract(p);\n var min_dist = 8.0;\n \n for (var k = -1; k <= 1; k++) {\n for (var j = -1; j <= 1; j++) {\n for (var i = -1; i <= 1; i++) {\n let g = vec3<f32>(f32(i), f32(j), f32(k));\n let o = hash3(pi + g) * 0.5 + 0.5;\n let r = g + o - pf;\n let d = dot(r, r);\n if (d < min_dist) {\n min_dist = d;\n }\n }\n }\n }\n return clamp(sqrt(min_dist), 0.0, 1.0);\n}\n\nfn fbm_perlin(p: vec3<f32>, octaves: i32, persistence: f32, lacunarity: f32) -> f32 {\n var value = 0.0;\n var amp = 1.0;\n var freq = 1.0;\n var total_amp = 0.0;\n for (var i = 0; i < 8; i++) {\n if (i >= octaves) { break; }\n value += amp * perlin3d(p * freq);\n total_amp += amp;\n freq *= lacunarity;\n amp *= persistence;\n }\n return value / total_amp;\n}\n\nfn fbm_simplex(p: vec3<f32>, octaves: i32, persistence: f32, lacunarity: f32) -> f32 {\n var value = 0.0;\n var amp = 1.0;\n var freq = 1.0;\n var total_amp = 0.0;\n for (var i = 0; i < 8; i++) {\n if (i >= octaves) { break; }\n value += amp * simplex3d(p * freq);\n total_amp += amp;\n freq *= lacunarity;\n amp *= persistence;\n }\n return value / total_amp;\n}\n\nfn fbm_voronoi(p: vec3<f32>, octaves: i32, persistence: f32, lacunarity: f32) -> f32 {\n var value = 0.0;\n var amp = 1.0;\n var freq = 1.0;\n var total_amp = 0.0;\n for (var i = 0; i < 8; i++) {\n if (i >= octaves) { break; }\n value += amp * voronoi3d(p * freq);\n total_amp += amp;\n freq *= lacunarity;\n amp *= persistence;\n }\n return value / total_amp;\n}\n\nfn get_field(val: f32, hasSig: f32, tex: texture_2d<f32>, samp: sampler, uv: vec2<f32>) -> f32 {\n if (hasSig > 0.5) {\n return textureSampleLevel(tex, samp, uv, 0.0).r;\n }\n return val;\n}\n\n@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {\n let scale = get_field(u.scale, u.hasSignal_scale, scaleTex, sigSamp, in.uv);\n let octaves_f = get_field(u.octaves, u.hasSignal_octaves, octavesTex, sigSamp, in.uv);\n let octaves = i32(clamp(octaves_f, 1.0, 8.0));\n let persistence = get_field(u.persistence, u.hasSignal_persistence, persistenceTex, sigSamp, in.uv);\n let lacunarity = get_field(u.lacunarity, u.hasSignal_lacunarity, lacunarityTex, sigSamp, in.uv);\n let speed = get_field(u.speed, u.hasSignal_speed, speedTex, sigSamp, in.uv);\n\n let isVideo = u.outputType > 0.5;\n let z_coord = select(0.0, u.time * speed, isVideo);\n \n let coord = vec3<f32>(in.uv * scale, z_coord);\n \n var n_val = 0.0;\n if (u.noiseType < 0.5) {\n n_val = fbm_perlin(coord, octaves, persistence, lacunarity);\n } else if (u.noiseType < 1.5) {\n n_val = fbm_simplex(coord, octaves, persistence, lacunarity);\n } else {\n n_val = fbm_voronoi(coord, octaves, persistence, lacunarity);\n }\n \n return mix(u.colorStart, u.colorEnd, clamp(n_val, 0.0, 1.0));\n}\n`;\nconst noiseUniformData = new Float32Array(24);\nconst getDeviceLayouts = perDevice((device) => ({\n\tuniformLayout: fragmentBindGroupLayout(device, [\"uniform\"]),\n\tsignalsLayout: texturesLayout(device, 5),\n\tpipelineCache: /* @__PURE__ */ new Map()\n}));\nfunction getNoiseResources(device, format) {\n\tconst layouts = getDeviceLayouts(device);\n\tconst cacheKey = `noise_${format}`;\n\tlet pipeline = layouts.pipelineCache.get(cacheKey);\n\tif (!pipeline) {\n\t\tconst noiseModule = device.createShaderModule({\n\t\t\tlabel: `noise_${format}.wgsl`,\n\t\t\tcode: NOISE_SHADER\n\t\t});\n\t\tpipeline = createFullscreenPipeline(device, {\n\t\t\tlabel: `NoiseGeneratorPipeline_${format}`,\n\t\t\tmodule: noiseModule,\n\t\t\tlayouts: [layouts.uniformLayout, layouts.signalsLayout],\n\t\t\tformat\n\t\t});\n\t\tlayouts.pipelineCache.set(cacheKey, pipeline);\n\t}\n\treturn {\n\t\tnoisePipeline: pipeline,\n\t\tuniformLayout: layouts.uniformLayout,\n\t\tsignalsLayout: layouts.signalsLayout\n\t};\n}\nfunction hexToRgba(hex) {\n\tlet h = hex.replace(\"#\", \"\");\n\tif (h.length === 3 || h.length === 4) h = h.split(\"\").map((c) => c + c).join(\"\");\n\tconst r = parseInt(h.substring(0, 2), 16) / 255;\n\tconst g = parseInt(h.substring(2, 4), 16) / 255;\n\tconst b = parseInt(h.substring(4, 6), 16) / 255;\n\tlet a = 1;\n\tif (h.length === 8) a = parseInt(h.substring(6, 8), 16) / 255;\n\treturn [\n\t\tr,\n\t\tg,\n\t\tb,\n\t\ta\n\t];\n}\nconst NoiseWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"NoiseGenerator\" || !op) return;\n\tconst { noisePipeline: pipeline, uniformLayout: uLayout, signalsLayout: sigLayout } = getNoiseResources(ctx.device, ctx.renderer.format);\n\tconst frame = props.frame ?? 0;\n\tconst fps = props.fps || 30;\n\tconst scaleInfo = resolveSignalField(op, \"scale\", 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speedInfo.value;\n\tnoiseUniformData[9] = scaleInfo.hasSignal ? 1 : 0;\n\tnoiseUniformData[10] = octavesInfo.hasSignal ? 1 : 0;\n\tnoiseUniformData[11] = persistenceInfo.hasSignal ? 1 : 0;\n\tnoiseUniformData[12] = lacunarityInfo.hasSignal ? 1 : 0;\n\tnoiseUniformData[13] = speedInfo.hasSignal ? 1 : 0;\n\tnoiseUniformData[14] = 0;\n\tnoiseUniformData[15] = 0;\n\tnoiseUniformData[16] = colorStartVal[0];\n\tnoiseUniformData[17] = colorStartVal[1];\n\tnoiseUniformData[18] = colorStartVal[2];\n\tnoiseUniformData[19] = colorStartVal[3];\n\tnoiseUniformData[20] = colorEndVal[0];\n\tnoiseUniformData[21] = colorEndVal[1];\n\tnoiseUniformData[22] = colorEndVal[2];\n\tnoiseUniformData[23] = colorEndVal[3];\n\tconst uniformBuffer = ctx.renderer.getTemporaryBuffer(noiseUniformData);\n\tconst signalFields = [\n\t\t{\n\t\t\tname: \"scale\",\n\t\t\tinfo: scaleInfo\n\t\t},\n\t\t{\n\t\t\tname: \"octaves\",\n\t\t\tinfo: octavesInfo\n\t\t},\n\t\t{\n\t\t\tname: \"persistence\",\n\t\t\tinfo: persistenceInfo\n\t\t},\n\t\t{\n\t\t\tname: \"lacunarity\",\n\t\t\tinfo: lacunarityInfo\n\t\t},\n\t\t{\n\t\t\tname: \"speed\",\n\t\t\tinfo: speedInfo\n\t\t}\n\t];\n\tconst signalViews = [];\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tfor (const f of signalFields) if (!!(f.info.hasSignal && f.info.sd)) {\n\t\tconst view = signalRegistry.getOrCreate2DTextureView(ctx.device, encoder, f.info.sd?.nodeId ?? `noise_${f.name}_sig`, elapsedSeconds, durationSeconds, f.info.sd, targetWidth, targetHeight, props.renderId, frame, fps);\n\t\tsignalViews.push(view);\n\t} else signalViews.push(signalRegistry.getDummy1x1TextureView(ctx.device));\n\tpass.setPipeline(pipeline);\n\tpass.setBindGroup(0, ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer: uniformBuffer }\n\t\t}]\n\t}));\n\tpass.setBindGroup(1, ctx.device.createBindGroup({\n\t\tlayout: sigLayout,\n\t\tentries: [\n\t\t\t{\n\t\t\t\tbinding: 0,\n\t\t\t\tresource: signalViews[0]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 1,\n\t\t\t\tresource: signalViews[1]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 2,\n\t\t\t\tresource: persistenceInfo.hasSignal ? signalViews[2] : signalViews[2]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 3,\n\t\t\t\tresource: signalViews[3]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 4,\n\t\t\t\tresource: signalViews[4]\n\t\t\t},\n\t\t\t{\n\t\t\t\tbinding: 5,\n\t\t\t\tresource: sampler\n\t\t\t}\n\t\t]\n\t}));\n\tpass.draw(4);\n};\n\n//#endregion\n//#region src/renderers/index.ts\nvar renderers_default = defineRenderer({ WebGPURenderer: NoiseWebGPURenderer });\n\n//#endregion\nexport { NoiseWebGPURenderer as n, renderers_default as t };\n//# 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@@ -0,0 +1,5 @@
1
+ import "./chunk-D8S17ehY.mjs";
2
+ import "./dist-D12-a3-x.mjs";
3
+ import { n as renderers_default, t as WebGPURenderer } from "./renderer-Cl8r1LJe.mjs";
4
+
5
+ export { WebGPURenderer, renderers_default as default };
@@ -1,7 +1,7 @@
1
- import { n as defineRenderer } from "./renderer-mNSyac1V.mjs";
2
- import { i as VideoResultSchema, n as ImageResultSchema } from "./dist-DVMepKaO.mjs";
3
- import { b as colorMatrixWgsl } from "./dist-C1cCW7Bt.mjs";
4
- import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass } from "./gpu-CMaa63nz.mjs";
1
+ import { n as defineRenderer } from "./renderer-DrWeb39d.mjs";
2
+ import { i as VideoResultSchema, n as ImageResultSchema } from "./dist-DL1GwJvs.mjs";
3
+ import { b as colorMatrixWgsl } from "./dist-D12-a3-x.mjs";
4
+ import { a as createFullscreenPipeline, c as drawTextureToTarget, l as fragmentBindGroupLayout, o as drawChildToTexture, s as drawFullscreenPass } from "./gpu-zFNrvhV9.mjs";
5
5
  import { z } from "zod";
6
6
 
7
7
  //#region ../../nodes/node-levels/dist/renderers-DdSgwTj2.mjs
@@ -173,4 +173,4 @@ var renderers_default = defineRenderer({ WebGPURenderer: LevelsWebGPURenderer })
173
173
 
174
174
  //#endregion
175
175
  export { renderers_default as t };
176
- //# sourceMappingURL=renderer-DO-KbpYZ.mjs.map
176
+ //# sourceMappingURL=renderer-B6TjJi1g.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-DO-KbpYZ.mjs","names":[],"sources":["../../../nodes/node-levels/dist/renderers-DdSgwTj2.mjs"],"sourcesContent":["import { ImageResultSchema, VideoResultSchema } from \"@framefields/node-sdk\";\nimport { z } from \"zod\";\nimport { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\nimport { colorMatrixWgsl } from \"@framefields/webgpu-renderers\";\n\n//#region src/shared/config.ts\nconst LevelChannelSchema = z.object({\n\tinBlack: z.number().min(0).max(1).default(0),\n\tinWhite: z.number().min(0).max(1).default(1),\n\toutBlack: z.number().min(0).max(1).default(0),\n\toutWhite: z.number().min(0).max(1).default(1)\n}).strict().superRefine((val, ctx) => {\n\tif (val.inBlack >= val.inWhite) ctx.addIssue({\n\t\tcode: z.ZodIssueCode.custom,\n\t\tpath: [\"inWhite\"],\n\t\tmessage: \"inWhite must be greater than inBlack\"\n\t});\n\tif (val.outBlack >= val.outWhite) ctx.addIssue({\n\t\tcode: z.ZodIssueCode.custom,\n\t\tpath: [\"outWhite\"],\n\t\tmessage: \"outWhite must be greater than outBlack\"\n\t});\n});\nconst LevelsNodeConfigSchema = z.object({\n\tmaster: LevelChannelSchema.default({\n\t\tinBlack: 0,\n\t\tinWhite: 1,\n\t\toutBlack: 0,\n\t\toutWhite: 1\n\t}),\n\tred: LevelChannelSchema.default({\n\t\tinBlack: 0,\n\t\tinWhite: 1,\n\t\toutBlack: 0,\n\t\toutWhite: 1\n\t}),\n\tgreen: LevelChannelSchema.default({\n\t\tinBlack: 0,\n\t\tinWhite: 1,\n\t\toutBlack: 0,\n\t\toutWhite: 1\n\t}),\n\tblue: LevelChannelSchema.default({\n\t\tinBlack: 0,\n\t\tinWhite: 1,\n\t\toutBlack: 0,\n\t\toutWhite: 1\n\t})\n}).strict();\nconst LevelsResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst LevelsOperationSchema = LevelsNodeConfigSchema.extend({\n\top: z.literal(\"Levels\"),\n\tmetadata: z.unknown().optional()\n});\nconst defaultLevelChannel = {\n\tinBlack: 0,\n\tinWhite: 1,\n\toutBlack: 0,\n\toutWhite: 1\n};\nconst defaultLevelsConfig = {\n\tmaster: { ...defaultLevelChannel },\n\tred: { ...defaultLevelChannel },\n\tgreen: { ...defaultLevelChannel },\n\tblue: { ...defaultLevelChannel }\n};\nconst LEVELS_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst colorMatrixData = new Float32Array(20);\nfunction getColorMatrixResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (!res) {\n\t\tconst colorMatrixUniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\t\tconst singleTextureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tres = {\n\t\t\tcolorMatrixPipeline: createFullscreenPipeline(device, {\n\t\t\t\tlabel: \"ColorMatrixPipeline\",\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"color-matrix.wgsl\",\n\t\t\t\t\tcode: colorMatrixWgsl\n\t\t\t\t}),\n\t\t\t\tlayouts: [colorMatrixUniformLayout, singleTextureLayout],\n\t\t\t\tformat\n\t\t\t}),\n\t\t\tcolorMatrixUniformLayout,\n\t\t\tsingleTextureLayout\n\t\t};\n\t\tdeviceResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nfunction getTransform(ch) {\n\tconst inRange = Math.max(ch.inWhite - ch.inBlack, 1e-5);\n\tconst scale = (ch.outWhite - ch.outBlack) / inRange;\n\treturn {\n\t\tscale,\n\t\tbias: ch.outBlack - ch.inBlack * scale\n\t};\n}\nconst LevelsWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Levels\" || !props.virtualMedia?.children?.[0]) return;\n\tpass.end();\n\tconst childMedia = props.virtualMedia.children[0];\n\tconst m = getTransform(op.master ?? defaultLevelChannel);\n\tconst r = getTransform(op.red ?? defaultLevelChannel);\n\tconst g = getTransform(op.green ?? defaultLevelChannel);\n\tconst b = getTransform(op.blue ?? defaultLevelChannel);\n\tconst matrix = [\n\t\tr.scale * m.scale,\n\t\t0,\n\t\t0,\n\t\t0,\n\t\tr.bias * m.scale + m.bias,\n\t\t0,\n\t\tg.scale * m.scale,\n\t\t0,\n\t\t0,\n\t\tg.bias * m.scale + m.bias,\n\t\t0,\n\t\t0,\n\t\tb.scale * m.scale,\n\t\t0,\n\t\tb.bias * m.scale + m.bias,\n\t\t0,\n\t\t0,\n\t\t0,\n\t\t1,\n\t\t0\n\t];\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst { colorMatrixPipeline: pipeline, colorMatrixUniformLayout: uLayout, singleTextureLayout: tLayout } = getColorMatrixResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tcolorMatrixData[0] = matrix[0];\n\tcolorMatrixData[1] = matrix[1];\n\tcolorMatrixData[2] = matrix[2];\n\tcolorMatrixData[3] = matrix[3];\n\tcolorMatrixData[4] = matrix[5];\n\tcolorMatrixData[5] = matrix[6];\n\tcolorMatrixData[6] = matrix[7];\n\tcolorMatrixData[7] = matrix[8];\n\tcolorMatrixData[8] = matrix[10];\n\tcolorMatrixData[9] = matrix[11];\n\tcolorMatrixData[10] = matrix[12];\n\tcolorMatrixData[11] = matrix[13];\n\tcolorMatrixData[12] = matrix[15];\n\tcolorMatrixData[13] = matrix[16];\n\tcolorMatrixData[14] = matrix[17];\n\tcolorMatrixData[15] = matrix[18];\n\tcolorMatrixData[16] = matrix[4];\n\tcolorMatrixData[17] = matrix[9];\n\tcolorMatrixData[18] = matrix[14];\n\tcolorMatrixData[19] = matrix[19];\n\tconst buffer = ctx.renderer.getTemporaryBuffer(colorMatrixData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer }\n\t\t}]\n\t}), ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler)]);\n\tdrawTextureToTarget(args, outTex, props.opacity ?? 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+ {"version":3,"file":"renderer-B6TjJi1g.mjs","names":[],"sources":["../../../nodes/node-levels/dist/renderers-DdSgwTj2.mjs"],"sourcesContent":["import { ImageResultSchema, VideoResultSchema } from \"@framefields/node-sdk\";\nimport { z } from \"zod\";\nimport { defineRenderer } from \"@framefields/node-sdk/renderer\";\nimport { createFullscreenPipeline, drawChildToTexture, drawFullscreenPass, drawTextureToTarget, fragmentBindGroupLayout } from \"@framefields/node-sdk/gpu\";\nimport { colorMatrixWgsl } from \"@framefields/webgpu-renderers\";\n\n//#region src/shared/config.ts\nconst LevelChannelSchema = z.object({\n\tinBlack: z.number().min(0).max(1).default(0),\n\tinWhite: z.number().min(0).max(1).default(1),\n\toutBlack: z.number().min(0).max(1).default(0),\n\toutWhite: z.number().min(0).max(1).default(1)\n}).strict().superRefine((val, ctx) => {\n\tif (val.inBlack >= val.inWhite) ctx.addIssue({\n\t\tcode: z.ZodIssueCode.custom,\n\t\tpath: [\"inWhite\"],\n\t\tmessage: \"inWhite must be greater than inBlack\"\n\t});\n\tif (val.outBlack >= val.outWhite) ctx.addIssue({\n\t\tcode: z.ZodIssueCode.custom,\n\t\tpath: [\"outWhite\"],\n\t\tmessage: \"outWhite must be greater than outBlack\"\n\t});\n});\nconst LevelsNodeConfigSchema = z.object({\n\tmaster: LevelChannelSchema.default({\n\t\tinBlack: 0,\n\t\tinWhite: 1,\n\t\toutBlack: 0,\n\t\toutWhite: 1\n\t}),\n\tred: LevelChannelSchema.default({\n\t\tinBlack: 0,\n\t\tinWhite: 1,\n\t\toutBlack: 0,\n\t\toutWhite: 1\n\t}),\n\tgreen: LevelChannelSchema.default({\n\t\tinBlack: 0,\n\t\tinWhite: 1,\n\t\toutBlack: 0,\n\t\toutWhite: 1\n\t}),\n\tblue: LevelChannelSchema.default({\n\t\tinBlack: 0,\n\t\tinWhite: 1,\n\t\toutBlack: 0,\n\t\toutWhite: 1\n\t})\n}).strict();\nconst LevelsResultSchema = z.union([ImageResultSchema, VideoResultSchema]);\nconst LevelsOperationSchema = LevelsNodeConfigSchema.extend({\n\top: z.literal(\"Levels\"),\n\tmetadata: z.unknown().optional()\n});\nconst defaultLevelChannel = {\n\tinBlack: 0,\n\tinWhite: 1,\n\toutBlack: 0,\n\toutWhite: 1\n};\nconst defaultLevelsConfig = {\n\tmaster: { ...defaultLevelChannel },\n\tred: { ...defaultLevelChannel },\n\tgreen: { ...defaultLevelChannel },\n\tblue: { ...defaultLevelChannel }\n};\nconst LEVELS_OUTPUT_TYPE_MAP = {\n\tVideo: \"Video\",\n\tLottie: \"Video\",\n\tGIF: \"GIF\",\n\tImage: \"Image\",\n\tSVG: \"Image\"\n};\n\n//#endregion\n//#region src/renderers/webgpu-renderer.ts\nconst deviceResourceCache = /* @__PURE__ */ new WeakMap();\nconst colorMatrixData = new Float32Array(20);\nfunction getColorMatrixResources(device, format) {\n\tlet res = deviceResourceCache.get(device);\n\tif (!res) {\n\t\tconst colorMatrixUniformLayout = fragmentBindGroupLayout(device, [\"uniform\"]);\n\t\tconst singleTextureLayout = fragmentBindGroupLayout(device, [\"texture\", \"sampler\"]);\n\t\tres = {\n\t\t\tcolorMatrixPipeline: createFullscreenPipeline(device, {\n\t\t\t\tlabel: \"ColorMatrixPipeline\",\n\t\t\t\tmodule: device.createShaderModule({\n\t\t\t\t\tlabel: \"color-matrix.wgsl\",\n\t\t\t\t\tcode: colorMatrixWgsl\n\t\t\t\t}),\n\t\t\t\tlayouts: [colorMatrixUniformLayout, singleTextureLayout],\n\t\t\t\tformat\n\t\t\t}),\n\t\t\tcolorMatrixUniformLayout,\n\t\t\tsingleTextureLayout\n\t\t};\n\t\tdeviceResourceCache.set(device, res);\n\t}\n\treturn res;\n}\nfunction getTransform(ch) {\n\tconst inRange = Math.max(ch.inWhite - ch.inBlack, 1e-5);\n\tconst scale = (ch.outWhite - ch.outBlack) / inRange;\n\treturn {\n\t\tscale,\n\t\tbias: ch.outBlack - ch.inBlack * scale\n\t};\n}\nconst LevelsWebGPURenderer = async (args) => {\n\tconst { ctx, encoder, pass, targetTexture, targetWidth, targetHeight, props } = args;\n\tconst op = props.virtualMedia?.operation;\n\tif (op?.op !== \"Levels\" || !props.virtualMedia?.children?.[0]) return;\n\tpass.end();\n\tconst childMedia = props.virtualMedia.children[0];\n\tconst m = getTransform(op.master ?? defaultLevelChannel);\n\tconst r = getTransform(op.red ?? defaultLevelChannel);\n\tconst g = getTransform(op.green ?? defaultLevelChannel);\n\tconst b = getTransform(op.blue ?? defaultLevelChannel);\n\tconst matrix = [\n\t\tr.scale * m.scale,\n\t\t0,\n\t\t0,\n\t\t0,\n\t\tr.bias * m.scale + m.bias,\n\t\t0,\n\t\tg.scale * m.scale,\n\t\t0,\n\t\t0,\n\t\tg.bias * m.scale + m.bias,\n\t\t0,\n\t\t0,\n\t\tb.scale * m.scale,\n\t\t0,\n\t\tb.bias * m.scale + m.bias,\n\t\t0,\n\t\t0,\n\t\t0,\n\t\t1,\n\t\t0\n\t];\n\tconst width = targetWidth;\n\tconst height = targetHeight;\n\tconst { texture: tmpTex } = await drawChildToTexture(args, childMedia);\n\tconst { colorMatrixPipeline: pipeline, colorMatrixUniformLayout: uLayout, singleTextureLayout: tLayout } = getColorMatrixResources(ctx.device, ctx.renderer.format);\n\tconst sampler = ctx.renderer.samplerCache.getSampler(ctx.device);\n\tcolorMatrixData[0] = matrix[0];\n\tcolorMatrixData[1] = matrix[1];\n\tcolorMatrixData[2] = matrix[2];\n\tcolorMatrixData[3] = matrix[3];\n\tcolorMatrixData[4] = matrix[5];\n\tcolorMatrixData[5] = matrix[6];\n\tcolorMatrixData[6] = matrix[7];\n\tcolorMatrixData[7] = matrix[8];\n\tcolorMatrixData[8] = matrix[10];\n\tcolorMatrixData[9] = matrix[11];\n\tcolorMatrixData[10] = matrix[12];\n\tcolorMatrixData[11] = matrix[13];\n\tcolorMatrixData[12] = matrix[15];\n\tcolorMatrixData[13] = matrix[16];\n\tcolorMatrixData[14] = matrix[17];\n\tcolorMatrixData[15] = matrix[18];\n\tcolorMatrixData[16] = matrix[4];\n\tcolorMatrixData[17] = matrix[9];\n\tcolorMatrixData[18] = matrix[14];\n\tcolorMatrixData[19] = matrix[19];\n\tconst buffer = ctx.renderer.getTemporaryBuffer(colorMatrixData);\n\tconst outTex = ctx.renderer.getTemporaryTexture(width, height, [\n\t\ttmpTex,\n\t\ttargetTexture,\n\t\t...props.excludeTextures || []\n\t]);\n\tdrawFullscreenPass(encoder, outTex.createView(), pipeline, [ctx.device.createBindGroup({\n\t\tlayout: uLayout,\n\t\tentries: [{\n\t\t\tbinding: 0,\n\t\t\tresource: { buffer }\n\t\t}]\n\t}), ctx.renderer.bindGroupCache.getBindGroup(ctx.device, tLayout, tmpTex, sampler)]);\n\tdrawTextureToTarget(args, outTex, props.opacity ?? 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@@ -1,6 +1,6 @@
1
- import { n as defineRenderer, s as resolveHandleParam } from "./renderer-mNSyac1V.mjs";
2
- import { a as configBuilder, i as VideoResultSchema, n as ImageResultSchema } from "./dist-DVMepKaO.mjs";
3
- import { a as createFullscreenPipeline, c as drawTextureToTarget, d as signalTextureView, f as signalTiming, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-CMaa63nz.mjs";
1
+ import { n as defineRenderer, s as resolveHandleParam } from "./renderer-DrWeb39d.mjs";
2
+ import { a as configBuilder, i as VideoResultSchema, n as ImageResultSchema } from "./dist-DL1GwJvs.mjs";
3
+ import { a as createFullscreenPipeline, c as drawTextureToTarget, d as signalTextureView, f as signalTiming, l as fragmentBindGroupLayout, o as drawChildToTexture, p as texturesLayout, s as drawFullscreenPass, t as FULLSCREEN_QUAD_WGSL } from "./gpu-zFNrvhV9.mjs";
4
4
  import { z } from "zod";
5
5
 
6
6
  //#region ../../nodes/node-refine-edge/dist/renderers-BAo85yKE.mjs
@@ -565,4 +565,4 @@ var renderers_default = defineRenderer({ WebGPURenderer });
565
565
 
566
566
  //#endregion
567
567
  export { renderers_default as n, WebGPURenderer as t };
568
- //# sourceMappingURL=renderer-D61B9bXF.mjs.map
568
+ //# sourceMappingURL=renderer-B78W9uad.mjs.map